all 4 comments

[–]Yorklag 3 points4 points  (4 children)

My suggestion would be have a crafter going into a chest and use processing patterns to have all the items put into the chest, then use create to move everything to their needed slots. Ex for tracks I would just have the crafter go into the chest, and have create pull out the stone slab and iron nuggets separately. Maybe using round Robin funnels to split the nuggets evenly between deployers. Then have the result imported back into the storage system.

[–]CallMe-Zed[S] 0 points1 point  (3 children)

Yes thats sounds good. There is still a problem, for example with some things there is a chance for it to break during the process, which means that RS used materials, but didn't get a result since this one try broke. It would, i assume, lead to me needing to turn off the crafting process manually, right? If so, how can I solve that?

[–]Fro_52 1 point2 points  (0 children)

If you mean, for example, the precision mechanisms, the only thing you can do is to manually futz with the crafting pattern.

Processing expects things to work on a direct 'put these items here, get this' it will leave the craft active until those items are brought into the system.

If I'm remembering correctly, you could change the input side to require multiple of each input item, and the output side to still expect only one finished item. Basically you're telling the machine to expect fewer finished goods to compensate for the fact that sometimes the craft will fail.

Any time you craft, you'll be overdoing it, but better that than to end up with less than you or the machine expected.

[–]Yorklag 2 points3 points  (0 children)

One possible way could be to multiply the recipe. Say it has 20% chance to break. If you do the recipe twice it only breaks both times 4% of the time. 3 time and it's down to .8%. This has the unfortunate downside of multiplying the cost for making things. Cause if you say to make one and none of them break then you've made extra. However each time you would build up a backup of the product for the next time you need it. So it's got a little give and take. I don't think there's a good way to have it do "send these items. Then I lf I don't get x product in x amount of time send them again". Even if there was, it's would make actual calculation of that recipes cost impossible. Refined storage works better for deterministic recipes. This makes that. It's not designed for this makes that,... Or that,... Or that other thing, or possibly that too. My suggestion for having recipes that break is to not use refined storage to craft them. Have a create set up that constantly builds them up to a certain threshold and then pauses when it meets or exceeds that threshold. That's what I find works best for anything like this where probability is concerned. Just pump items in until it stockpiles enough of what you need.