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Turtle.craft(Number)

Started by CCJJSax, 24 August 2013 - 09:35 PM
CCJJSax #1
Posted 24 August 2013 - 11:35 PM
This isn't a significant, game changing bug/crash or anything.

If you have a recipe that uses an item that either doesn't get lost in the recipe, or takes damage in the recipe such as the logic matrix programmer (factorization mod) or the minium stone (equivalent exchange 3) it can only craft one at a time. the same happens when the output of that operation cannot stack. (obviously you could put turtle.craft() into a loop, but that can take awhile) Perhaps it's possible to have it make the calculations before it actually crafts, then it will decrement the recipe items (as necessary) then place the crafted items into the appropriate slots.
rockobonaparte #2
Posted 02 February 2014 - 12:02 PM
Ahh I'm not the only one. I was hoping to do the whole cobblestone->minium thing. This puts a huge bottleneck on the process right up front, where it can only take 4 cobblestone to flint at a time. If it could do 4 x 64 in one swoop, that would save the time being used for 64 craft/drop operations.
GopherAtl #3
Posted 19 March 2014 - 12:11 AM
I've not run into cases where I really needed this ability in general, but just in experimenting I have run into this with with saws and microblocks from redlogic, where it's worse than only working a single time. In 1.58, a redlogic saw is actually destroyed in cutting a single block, rather than damaged slightly as in a normal crafting grid.

I'm not sure what happens under the hood with the crafting process for crafty turtles, but it would be nice if it worked identically to a crafting table, including craft() with no arguments acting like shift-click, to craft as many as possible with the given inventory.
Edited on 18 March 2014 - 11:12 PM