Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Create: Factory Controller
CurseForge | Modrinth | Discord | Manual
Having a large wall of factory gauges can get unwieldy. This addon introduces the "factory controller", where you can place factory gauges (and more) in a virtual dashboard, condensing the wall of gauges into a single block.
Additionally, using a factory controller allows you to:
- Quickly tune a new factory gauge to a network already tuned to by existing gauges. 🕮
- Change specific connection's arrow bending path.
- Select and move multiple gauges at once. 🕮
- Save your components setups in blueprint system.
- See the item count labels of all gauges at once. 🕮
- Disable all factory gauges in the controller with redstone. 🕮
- Display information with a display link.
Factory gauges placed in factory controllers also receive a number of functional enhancements:
- Allow more than 1 stack of same-type ingredients.
- Up to 9 stacks of expected outputs.
- Mechanical crafting:
- Optionally ignore monitored item NBT data. 🕮
- Customize which item should be push to which target inventory slot.
- Allow to condense multiple set of ingredients into one request if stock allows.
- Customize request interval of specific gauge.
- Produce only when there is demand, minimize intermediate items in storage. 🕮
- Produce according to manually placed orders from a Stock Keeper. 🕮
- Limit promises created by the gauge. 🕮
- Limit promises by shared destination address. 🕮
You can also place these in factory controllers:
This mod does not:
- Manage an existing wall of factory gauges. However, you CAN import existing gauge wall to controller using Schematic selection tool.
Mod Compatibility
This mod replicates the logic of the vanilla factory gauge system. It is unlikely to conflict with other mods that modifies vanilla gauge behaviour, but it also cannot receive their enhancements, unless explicit support was made.
The currently supported mods are:
- Create: FluidLogistic: Supports set fluids in factory gauge.
- Create: Fluid: Supports set fluids in factory gauge, but we may stop future compatibility support.
- Create: Repackaged: Supports Fluid Gauge in controller.
- Use any portable stock keeper GUI from other mods (Such as Create: Mobile Packages and Create Phantom) to order production item.
Dependencies
| Dependency | Version |
|---|---|
| Minecraft | 1.21.1 |
| NeoForge | 21.1.227 |
| Create | 6.0.10 |
| Deployer (Recommended) | 0.1.2 |
Contributing
- Game translation: https://crowdin.com/project/createfactorycontroller
- Documentation translation: https://weblate.fiveyellowmice.com/engage/create-factory-controller/
Credits
Graphics & documentation:
Translations:
- Russian: Makisk
- Polish: Makisk
- Franch: totof-prod
Sound assets
- Winding Noise - Music Box by charcrone -- https://freesound.org/s/347035/ -- License: Creative Commons 0
- Pocket watch. Clicking open and closed, chain noise and picking up by JarredKarp -- https://freesound.org/s/490968/ -- License: Attribution NonCommercial 4.0
AI Disclosure
AI Disclosure
I never expect that I need to extend this part to more than 1 line, but I have to do this now, which makes me very disappointed.
In short, AI has been used in this project for some parts of code implementation, documentation, debugging and solution improvement, but I have reviewed all AI's involvement, and code architecture design, complex code implementations and all graphics assets are still produced by me and my friend. However, I won't consider include AI in the modding process means I produced "AI slop" mod or low-effort mod; AI slop mod won't put AI disclosure section in their mod description.
As a software engineer and an experienced mod developer, I don't trust AI's work, but AI is a new tool and a collaborator for me. For small and well-defined task, AI does extremely well; they can often produce functional code without my modification (but sometimes I still need to fix things after close review). Therefore, it save my time so I can focus on design the code architecture of larger features, doing testing, etc. In this case, AI is a tool to allow me to parallel the development process, which is important since I don't have plenty of time after work.
For large feature, AI's solution is problematic; it can only use for prototyping but also enable me to understand the underlying technical limitation before spend large amount of time in development. Meanwhile, AI is also used in design improvement; it reviews my code & design and may sometime point me a new direction of solving problems, which could be more efficient and optimized. AI's suggestion may not always be true, but it is so valuable to get another technical point of view during the development, to make the mod more optimized and allow me to identify bugs early. In fact, I found that this collaboration pattern significantly reduced the bugs produced, compare to my previous mod; I received almost no bug reports during the first month of release, which is hard to believe when put this amount of features into one system.
In this case, AI has improved the quality of the mod and my productivity, instead of produced "AI slop mod". In fact, I am more worry about the growing "AI hate" in the community. If people keep getting pissed by any AI involve project regardless how AI get used, fewer developers would decide to disclose the use of AI, and player will have to facing more mods without labeled how AI get used.


