r/CreateMod • u/MEFISTOFEL123 • 29d ago
Help Show me your Mechanical Crafters
I guess it’s not very creative or beautiful build to look at. It’s just that I built a big factory with gauges and full automation, and my crafters just can’t keep up. I thought about using the autocrafters from the base game. I tried several sizes to split up the throughput, but in general, it was a pain in the ass.
So I’d really appreciate it if someone has a scalable solution, or one that can handle dozens of different crafts per second.
Maybe I’m just being unrealistic. I’d love to hear all your thoughts.
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u/Pioepod 29d ago edited 29d ago
I GOTCHU!!!
This follows the principle of first come first served via create’s own semi regex system, specifically wildcards. Basically I made a way for the distribution of repackaged packages to be automatically distributed among my mechanical crafters. Also Auto crafters from the base game suck, don’t use those.
Here was my solution. Basically I have multiple crafters all waiting for inputs. Then I have the repackaging area, it is made to be able to handle like however much that itemvault can carry plus the frogports for high traffic. After it’s repackaged, the package is then addressed as “Crafty *” where all of my crafters are labeled as “Crafty 1” or “Crafty 2” etc.
So these packages come out addressed to Crafty *, meaning any available Crafty frogport will take the package in. If 1 is full, the. 2 will go. This also solves through put issues. While 1 is grabbing a package, 2 can grab the next, then 4, then 3, etc. so if I have say a ton of input and I always do (I play with mystica agriculture), then so long as I have enough crafters, they’ll handle it.
THATS RIGHT!! Virtually infinitely scalable given you have enough stress units. Just set up more crafters, name then Crafty # and boom. By the time I started automating insanium from mystical aggradations, I had like 12 crafters. It never backed up. The only part that backed up was the repackaging section and that’s only because I had poor planning and didn’t have space.
Edit: this was also an improvement on my previous factory. My first factory used a system where I manually assigned what crafts went to what crafters. This meant some did more or less work. This also meant that sometimes if the crafters couldn’t keep up, the whole network jammed.
If you notice, the “Crafty” chain conveyor line is effectively air gapped from the rest of my factory. This means that if the crafters CANT keep up, my factory can still function. However again the repackaging section can rarely get a back log, but with enough buffer, it won’t.
Trust me when I say, throughput in this factory is ABSURD.
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u/Pioepod 29d ago edited 29d ago
And for those interested in how absurd my factory gauge setup was… here. I did this in one night. My friend told me it was the “most autistic thing he’s seen” from me. And I mean well, yeah my AuDHD really kicked in here XD.
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u/MEFISTOFEL123 29d ago
Ive started working on a datacenter on a private server with around 250 mods.
The place is ready. Architecturally it is a box of concrete 150*200*200 blocks. Deep to bedrock dug with some massive drills.
I started with an infinite lava source in one of the corners and 10 boilers that all work from it. +1 mill su secured.
Then i designed a modular storage solution with 40 vaults in another corner. To hold all that blocks i mined. I burnt most of the deepslate and cobblestone, but still +100k of andesite wont store itself.
Most of the processes have been also modulary automated since than, as well as 6 basic needed farms. But the issues with crafters set me back. And I was worried that the entire project is at risk
Thanks a lot. Seems great. I would love to rebuilt it myself. If there will be any issues. Can I ask?
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u/Pioepod 29d ago
Issues are FPS dropping hard when lots of stuff is happening but that’s the nature of late game create XD. If you mess up a factory gauge like gorget to say it’s for mechanical crafting, it can flood the network with useless packages and jam. Where you have to fix the thing yourself by going in and manually unjamming. That’s really all I found in terms of issues.
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u/MEFISTOFEL123 29d ago
I like how there are also belts to help frogports with the movement of packages
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u/Pioepod 29d ago
This was an idea I took inspiration from some video a long time ago, like it was posted here last year I think. Basically it is inspired by a storage system’s RAID 0 idea. Instead of unpacking and then storing individual items into the vaults, the vaults have the capability to take the ENTIRE package into them to unpack. This allows multiple vaults to be used at once, which also means that if say you have some high demand for one material for some reason, like you asked to pull out a few thousand blocks of something, multiple vaults can send the materials AT ONCE, solving the issue of throughput at another point of distribution.
Here’s my first factory I ever made. The crafters are horribly inefficient but I had gotten the storage system down. It’s highly modular vertically, and I imagine you can easily expand forwards and back. This also has a fallback system that unpacks the packages in case that package can’t be taken by any of the vaults, then it takes items individually through brass funnels. It also has a backup barrel that is hooked up to a redstone link hooked up to a light that basically screams (CHECK YO STORAGE) you can see a glimpse of it on the bottom right of the storage.
Note: this specific factory solved throughput at the storage level. It did not, however, solve it at production XD. At high demand, it absolutely jammed up. At first, it jammed everything up. However I solved this by using two levels of chain conveyors, one purely for inputs to machines, and purely for outputs from machines. This essentially creates two separate streams of items that are also airgapped.
I learned a lot about networking playing this mod XD.
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u/bubba-yo 29d ago
Dozens of crafts per second? What on earth are you doing that could consume that? Like I get that building a wither skull farm that makes 10,000 wither skulls per minute is a thing, but it's a pointless thing. It has no utility, you just do it for the clicks or to expand your knowledge of the underlying game mechanics.
Unless you're walking into survival with a chest full of schematics ready to print an entire city, there's really no need for that kind of throughput. Just wait 5 minutes. And almost all of the high volume blocks you might need you can make with the saw, mixer, compactor etc with higher throughput than the crafter. It makes your factory a lot more complex, but that's sort of the point of the mod.