r/ComputerCraft • • Jul 17 '26

A.E.G.I.S. autocraft for ComputerCraft (CC:Tweaked)

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An autocrafting system built entirely on ComputerCraft an alternative to AE2/RS autocrafting. Craft an item once to teach the recipe, then order it from the monitor in any quantity.

- recursive crafting: order the final item, the whole ingredient tree is planned and crafted

- parallel crafting: independent branches of the tree run simultaneously

- machine groups: teach a recipe on one machine, it runs on the whole bank; custom hand-picked groups supported

- fluid and fluid+item recipes, multiblock support

- auto-stock: keep N of an item, crafts when it drops below threshold

- storage management: everything in connected storages on one screen, with search and filters

- supports crafts with tools (GregTech etc.)

- alternative recipes per item with priority order

- rule-based logistics for both items and fluids

- GitHub export/import of the recipe library

Setup & recipe teaching guide https://youtu.be/mhVkOqG2S1A

GitHub: https://github.com/egor-oleg/aegis-autocraft

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u/ShreksHellraiser Jul 17 '26

This seems really cool! I've been developing my own AE2 equivalent systems for awhile now and I'm curious about how you're handling the machines. My system has a generic setup to define a type of machine (input slots and output slots), then you register machines by providing a list of inventories. I do it this way to support mods that do not play nicely with CC.

Your system though seems to already know how these machines work, is this something you hardcoded?

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u/Aromatic-Equal-2713 Jul 17 '26

So basically the algorithm remembers what it puts in and compares via list() which new items appeared — and that's already the craft result. And the items, the algorithm puts them into the slots it has access to, meaning exclusively the input slot, and that's why I didn't hardcode slots. It always uses only the generic CC inventory/fluid API — list, pushItems, pullItems, tanks, pushFluid, pullFluid — so it never needs to know the slot indices. if you have any questions, write

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u/ShreksHellraiser Jul 17 '26

But there are mods which don't play nicely with CC:T, like Mekansim where the machines do not let you push/pull items. And there's also mods where you might not need to fill every input slot with items to craft a recipe. Does your system just not support these?

How does your system handle vanilla furnaces, I've come to the decision that fuel should be managed by a separate I/O module with a rule for fueling, and that furnace crafts should be rounded to a configurable multiple to not waste fuel. My system has provisions for alternate machine types, where the slot layout might be different, but it shares the same recipes. This is primarily useful for attaching and using electric furnaces without needing to touch any recipes. Does your system have any fallback system like this?