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Automation
NeroTech's automation machines turn a manual production line into a self-running one — and, crucially, they expose a standard item-handoff surface so a logistics mod (NeroLogistics) or any pipe/hopper can move items in and out with no dependency on NeroTech.
Every NeroTech machine exposes its inventory through the standard loader item capability (NeoForge
Capabilities.Item.BLOCK, Forge ITEM_HANDLER, Fabric ItemStorage.SIDED), wired sided:
- Inputs are insertable, outputs are extractable, and the internal upgrade-module slots are never exposed to automation.
- Machines are also discoverable through Core's
c:tags.
So a generic capability/tag client routes NeroTech production endpoints generically — exactly what NeroLogistics needs. NeroTech does not implement cross-block routing itself; endpoint discovery and routing live in the logistics layer (Core deliberately doesn't own item lookup).
Every NeroTech machine now carries Neroland Core's universal side-configuration system. Open a machine and use the Side Config tab in the top-right of its GUI: a flattened cube of the six faces, each of which you set per channel (Power / Item) to disabled, input, output or both. Faces are relative to the machine's facing, so a configuration travels with the block when it is rotated or re-placed. The tab also has auto-eject / auto-input toggles, and reset / copy / paste (paste only applies between machines of the same type).
Side config is server-authoritative: clicks send intents to the server, which validates and syncs the result back. A face's capability is gated by its mode — a disabled face exposes nothing, an input face only accepts, an output face only emits — so pipes connect exactly where you allow them.
Each machine ships with a sensible default layout:
- Generators (Nero Generator, Fusion Reactor, Solar Array) — Power out on every face; generators also accept fuel in on every face. Power auto-ejects to adjacent storage/machines by default.
- Processors (Ore Processor, Fabricator and their Advanced tiers, Auto Crafter) — items in on every face except the bottom, which is the output; Power in on every face.
- Item Sorter — input on top and bottom; each of the four horizontal faces outputs its own filtered buffer (the directional routing below). Faces can't be set to both-ways here.
Assembles a vanilla crafting recipe from its 3×3 grid into the output slot, powered by NE. It's demand-driven: it only attempts a craft on a batched interval and only when ingredients are present, so it never per-tick-scans. Pipes fill the grid and pull the output via the item capability.
Recipe preview: the output well shows a ghost of what the current grid would craft (server-matched, kept current even while unpowered), so you can lay out a recipe and see the result before any power or crafting happens.
Grid lock: the Lock button (title bar) snapshots the current grid as a per-slot template. While locked, each grid slot only accepts its template item — in the GUI and through pipes/hoppers — so automation keeps refilling exactly the right ingredients and can never scramble the recipe, even when a slot runs completely empty (its ghost stays visible in the emptied slot). Press Unlock to clear the template. The template is world/block state only — no player data.
A directional filter sorter: an input slot plus four horizontal faces, each with a filter and an output buffer. Items matching a face's filter are routed into that face's buffer, where a pipe (or NeroLogistics) on that side extracts them — sorting by where it's pulled, no neighbour scanning. Routing runs on a batched interval. (v1 filters match by item; tag-based filters are a planned enhancement.) The per-face exposure is driven by the Side Config tab: each horizontal face outputs its own filtered buffer, and the top/bottom default to input.