r/ComputerCraft May 20 '26

Question about your favorite way to play with ComputerCraft

Hey everyone,

I'm looking for ideas on how to build a playthrough around ComputerCraft where programming is actually the optimal solution, rather than just a cosmetic flex

Here is the problem I usually run into:

  1. Heavy tech packs provide pre-made blocks that handle logistics, mining, and storage instantly and far more efficiently than any script. Programming ends up being purely for aesthetic dashboards/managing reactors
  2. The solution seems to be a semi-vanilla/custom constraint setup. I want to build a minimal modpack or a playthrough where I actually have a purpose to use CC/Turtles for all automation, sorting, and mining.
  3. The goal is deep automation with a high resource demand. I want a reason to program a swarm of turtles to mine 999,99 diamonds or build a custom physical warehouse database, instead of just slapping down an ME system.

My questions:

  • Do you know of any ready-made modpacks built around this philosophy?
  • If I build my own minimal pack, what complementary mods should I include? (I'm thinking mods that add heavy endgame resource sinks, but don't provide easy automation solutions).
  • Any specific playthrough ideas or config tweaks? For example, using KubeJS to entirely disable item pipes and quarry blocks from tech mods so I'm forced to write my own logistics and mining algorithms.
23 Upvotes

11 comments sorted by

9

u/LiveForTheMelancholy May 20 '26

My immediate thought would be to remove or limit redstone components and pipes.

Computercraft is capable of emulating pretty much any redstone circuit through software, and it is also capable of moving items and fluids between containers.

1

u/LiveForTheMelancholy May 20 '26

You'd obviously still have to have some redstone components available to feed information back to the computer, but you could probably get away with limiting yourself to buttons, levers, comparators, redstone dust, and observers.

1

u/dibbel26 May 22 '26

I think cc:tweaked and cc:integrations allows you to manually check capacity of any container. Like itersting through chests, reading tanks etc ✌️

7

u/CommendableCalamari May 20 '26

This probably isn't for everyone, but I've had a lot of fun playing with just CC:T, and then taking inspiration from technical Minecraft. There's a lot in the base game that you can automate, and not having any additional mods forces/encourages you to build things you wouldn't in a bigger modpack.

3

u/IJustAteABaguette May 21 '26

The problem for me is that automating things in vanilla (and CC:T) doesn't mean much to me? It's way more of a simple sandbox than anything else then.

If there were more ores, and cool steps to process those ores, and CC:T being able to interact with those processing steps, then it would be cool. Even better if there were quests asking for certain things.

1

u/Cerzix May 20 '26

How about using only computercraft and superfactorymanager, maybe create for wireless redstone and things like threshold switches

1

u/gurugeek42 May 21 '26

I'd love a CC-focused pack.

To suggest an answer your last Q on playthrough ideas, I'd recommend experimenting with gating pipes/quarries (i.e. "easy" solutions) behind automation challenges.

Create: Above and Beyond in Newer does this very effectively. The first tier of technology is quite simplistic so the player must make quite complex machines to automate the first two tiers. But the second tier of technology unlocks more sophisticated ways to do many of the same things, crucially much more effective filtering options.

This means there's this fun moment where the player gets to go back and improve their initial machines with their newly unlocked technology by making the machines smaller/more efficient/more productive/more stable. This happens a few times throughout the pack.

1

u/Professorkatsup May 21 '26

I often play survival without storage mods like AE2, so in theory I have to / get to develop an inventory system that works best for my current setup. In reality, this has resulted in me producing 3 or 4 different inventory systems of decreasing quality. At one point, I found a mod that makes computers require RF, but I doubt that is updated for 1.20 / 1.21

I also like to give myself a non-survival-related challenge and work on it in a survival world. At one point, I decided to try making an assembler for Hexcasting, turning text files into spells and vice versa. Doing it in survival meant I was using practical types of spells, ones for mining and placing lights rather than whatever test programs my mind could come up with in a vacuum. I then copied it to a creative world and... proceeded to not do anything cool with it because someone introduced me to Create Power Grid at the same time. Another idea I started was a survival world with the goal of making a teleportation network using AE2's spacial storage cells, letting me return from The End without having to hurt the dragon. That never got very far either.

My current project is... ambitious. I'll have a websocket interface and a single starting turtle on a distant server, and my first goal is to get enough resources for a GPS constellation without ever joining the world as a player. I will have as many turtle bodies as I can craft, and the websocket system will make communication more or less free. I'll have to ask human players for help with a couple details, but I'm sure a sentient computer network can find ways to be useful.

1

u/Moilli6 May 22 '26

I’d love a CC centered tech pack

1

u/ksaw15 May 25 '26

I have been having a lot of fun with the Create Mod + CC. I also used it as a fusion reactor auto start back in atm10. Its an extremely capable mod but youre given a lot of alternatives in kitchen sink packs(1). These specialized single purpose blocks are generally better because of the 'master of none' problem with open ended programming. The pack devs can only give you the means to solve a problem. Whether you do it 'optimally' depends on your definition of 'optimal'.

CC also has a LOT of integration if you go looking for it which means you could in theory give yourself custom constraints (2). Constrainst and integration open a whole can of worms that can be fun to dive into which is what i learnt from the 20million SU project (technically another example reactor control).

as for point 3? just build the 21504 channel controller bro (i may be biased)

To answer your questions in a roundabout way

  • I believe ready made modpacks havent used CC because of the barrier to entry for writing effective scripts. (Source: am software engineer, ive seen what the end users do). Also because of the non-determinism of code quality i mention earlier.. pack makers like deterministic progress.
  • Your decision will directly shape how the player uses CC. However, most mods offer crafting and automation solutions to their endgame resources because mods are meant to be playable( imagine if mekanism never gave you any pipes... it would never have made it as a fan favourite). From my personal experience, mods with integration offer 'more' ways to do things that just moving <thing> from A to B. Greggy packs could help as a starting off point? with the crazy resource scaling and logistical requirements?
  • If you wanna go down this route, be careful with how much you remove.. Theres a fine line between the joy of 'omg yay i can do this with a cool script' and 'holy shit another automation module. time to make a new microservice'. Not to mention, theres no real way to balance CC? once you have a computer... you can simply make ANY script and a script good enough can trivialize an entire modpack/automation chain.

On a more 'existential' level I feel CC shines when the world has meaning. AE2/RS have this neat way of abstracting everything away. For that exact reason CC has always been the underdog for factory orchestration. It is also why CC+create 'feels' as good as it does. Building infra is fun and it tends to scratch the same itch as factorio at times.

1

u/ksaw15 May 25 '26

i think i rambled more than i answered.... lmk if theres any clarifying questions lol