Client+Server Mod. Modpack permissions granted!
Chambers are machines that will perform the crafting/processing recipes that normally rely on either in-world crafting or multi-block builds. This allows much easier automation for these kinds of processes.
Benefits of using Chambers:
-less tile-entities(improve performance)
-prevents lag-clearing tools that destroy item drops from voiding your precious resources!
-allow you to design a more compact build in your world
-They also come with there own benefits such as larger inventories/faster processing/bigger energy capacity/max IO etc. Think of them like the AE2 Stuff Crystal Growth Chamber.
This mod has no dependencies, however it will not do anything unless you have at least one of the following mods installed. You also will probably want to install JEI(if you haven't already for whatever reason) for recipes as well as to be able to have the recipe button added to the GUIs.
Draconic Evolution - Currently adds 1 Chamber.
Fusion Chamber: Requires energy, (Supports JEI/Custom recipes in config\brandon3055\CustomFusionRecipes.JSON)
If you are wanting to auto-craft fusion recipes with more then 9 inputs, I suggest PackagedAuto. ESD/Advanced ESD from Actually Additions will give you finer slot control for those rare troublesome recipes.(it allows you to specify exactly which slot to put which items into)
Energy required and processing time are pulled from Draconic Evolution, including the speed boosts that come from crafting lower tier recipes with higher tier Fusion Crafting Injectors.
This Chamber performs all 3 types of Fusion Crafting Recipes(SimpleFusion, FusionUpgrade, ToolUpgrade)
Hovering over the little "I-information" button at the top right of the GUI in-game explains how to use it.
- While the DraconicEvolution mod "technically" supports fusion recipes with more then 54 inputs(doesn't crash/shows in JEI), it would not be possible to craft in-world(6 block directions*9 injectors), as such I made the Chamber reject any impossible recipes(with a friendly message explaining this to the player).
- Inputs can be stacked no problem, but for balancing purposes there must be at least the number of Fusion Crafting Injectors that would be required if you were using the in-world multiblock crafting mechanics.
- The Chamber has very helpful messages in the GUI that will explain how it works, in plain English it will let the player know why, if crafting has not started.
- The Fusion Chamber will not perform recipes that require more then 10,001,000,000,000 energy, even the DE hard recipes use ~2 billion max so I can not imagine this being in issue on anything less then very extreme mod-packs.
Embers Rekindled - Currently adds 1 Chamber.
Alchemy Chamber: Requires ember(400 Ember/craft - Beam Cannon fire threshold)
Performs Alchemy(Exchanging Table/Pedestals) recipes(Supports CraftTweaker/JEI)
Aspectus are not required.
Always uses the minimum of the ash range(insert into upper rightmost slot - stores ash like the DSU)
Actually Additions - Currently adds 3 Chambers.
Empowerer Chamber:
Requires Energy(Energy and process time match that of the regular Empowerer)
Performs the recipes that the AA Empowerer does.(Supports CraftTweaker/JEI)
(Progress arrow matches color of particles the normal empowerer would show)
Compost Chamber:
No energy required
Performs the recipes that the AA compost does.(Supports CraftTweaker/JEI)
Atomic Reconstruction Chamber:
Supports lenses(Lens of the Miner/Lens of Color/Lens of Disenchanting) as of version 1.4.4
Energy required(matches that of the regular Atomic Reconstructor)
performs the recipes that the AA Atomic Reconstructor does.(Supports CraftTweaker/JEI)
(Works the same way as Regular Atomic Reconstructor fires every half a second converting as many blocks as it can(provided it has enough energy)
Compact Machines 3 - Currently adds 2 Chambers.
Field Projector Chamber/Large Field Projector Chamber
Creates Compact Machines using the same input ingredients that the Mod normally calls for.
Hovering over the little "I-information" button at the top right of the GUI in-game explains how to use it.
The machine process takes the same amount of time the crafting process normally takes.(varies per recipe)
The large version allows players to craft the 3 largest Compact Machines
This is needed because the recipe ingredients overlap in some cases so there has to be 2 separate blocks for easy automation.
Woot - Currently adds 2 Chambers.
Stygian Anvil Chamber/Soul Anvil Chamber, does not require energy. (Supports CraftTweaker/JEI)
Performs the recipes that the Stygian Iron Anvil would(without the need for dies/manual right-clicking, allowing much easier automation)
The machine processes items every 20 ticks(the speed of an un-upgraded "Mechanical User" from Extra Utilities 2)
It will not create Factory Controllers, I believe with how powerful the Woot mod is, at least a single portion of the factory creation process should have to be done by hand(especially since for that part you have to obtain a Programmed Ender Shard by killing mobs anyway). It does perform everything else that is needed for a factory.
The Soul Anvil Chamber allows players to craft the Soul Dust from Woot without the risk of having all there Soul Sand turned into Soul Dust by accident when trying to craft Stygian Iron Dust(which requires Soul Sand as one of its input ingredients)
Extra Utilities 2 - Currently adds 1 Chamber.
Enchanting Chamber: Requires energy(40/t-same as XU2 Enchanter).
Accepts speed upgrades without using Grid Power.
Does not require bookshelves/other enchantment boosting blocks nearby to function.
Base machine processing speed is pulled from XU2 Enchanter(varies with different recipes)
Future plans:
-Fluid Infusion Chamber for "throwing-in-fluid" recipes like Demon Ingots(XU2)/Empowered Canola Oil(AA)
More Info:
The end goal of this mod is to remain balanced and fair while allowing players easier automation for when they are late-game in a play through. The recipes will(almost always) use items that require the player to utilize the regular crafting mechanics of a mod at least once. This is to prevent undermining other mods while at the same time allowing players to truly experience everything each mod has to offer. It also allows players to see the fancy/pretty effects that other developers have made so the players can appreciate them. Modpack authors can always disable a specific Chamber if they are not completely satisfied with how it functions, I am open to ideas if you would like to see something changed or have a request.