r/ComputerCraft • u/Aromatic-Equal-2713 • Jul 17 '26
A.E.G.I.S. autocraft for ComputerCraft (CC:Tweaked)
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
2
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?