Integrated Crafting Mod Guide: Autocrafting for Integrated Dynamics Networks
Integrated Crafting brings full autocrafting to Integrated Dynamics networks. Place Crafting Interfaces next to machines, load them with recipe Variable Cards, and trigger automated crafting jobs through Crafting Writers. The mod supports items, fluids, and energy recipes with distributed multi-machine processing and recursive dependency resolution.
Overview
Integrated Crafting is an addon for Integrated Dynamics that adds automated crafting to your logistics networks. If you have been using Integrated Dynamics to move items, fluids, and energy around, this mod is the next step: telling your network to craft things on demand. The mod adds just two parts, the Crafting Interface and the Crafting Writer, but together they enable a powerful autocrafting system that rivals any tech mod's automation capabilities.
The core concept is straightforward: Crafting Interfaces sit next to machines and hold recipes, while Crafting Writers trigger crafting jobs. The network handles the rest, pulling ingredients from storage, inserting them into the right machines, and tracking when outputs are complete. The system supports crafting with items, fluids, and energy, and can even resolve multi-step dependency chains automatically. You can browse the mod's items using the tabs on this page.
Prerequisites
Integrated Crafting is not a standalone mod. You need a working Integrated Dynamics network before any of this mod's features become useful. At minimum, you should have Integrated Dynamics installed (version 1.0.9 or later) along with CyclopsCore. You should already be comfortable with the basics: placing Cables, using Variable Cards in the Logic Programmer, and connecting storage inventories to your network.
Before setting up autocrafting, make sure you have a network with at least one storage system connected (Chests or other inventories read by the network), a supply of Variable Cards, and access to a Logic Programmer. You will also need the machines you want to automate, whether that is a vanilla Crafting Table, a Furnace, or machines from other mods.
This guide assumes you understand Integrated Dynamics basics: Cables, Variable Cards, the Logic Programmer, and how parts attach to networks. If you are new to Integrated Dynamics, learn that mod first before attempting autocrafting.
Getting Started with Autocrafting
- 1
Craft a Crafting Interface
The Crafting Interface is your primary part. It requires Iron Ingots, Crafting Tables, a Crystalized Menril Block, and Variable Transformers. Craft one and keep it ready. This part bridges your network to the machine that will do the actual crafting.
- 2
Attach the Crafting Interface to a Machine
Place your Crafting Interface on the side of a machine you want to automate. This could be a Crafting Table, a Furnace, or any modded machine. The interface needs to face the machine directly. Make sure the Cable network connects to the interface.
- 3
Create a Recipe Variable Card
Open your Logic Programmer and create a Variable Card containing the recipe you want to automate. The card needs to hold a Recipe value type that matches what the attached machine can produce. For example, a Crafting Table recipe for Sticks or a Furnace recipe for smelting Iron Ore.
- 4
Insert the Recipe into the Interface
Right-click the Crafting Interface to open its GUI. Insert your Recipe Variable Card into one of the available slots. A green checkmark icon will appear below the slot if the recipe is valid for the attached machine. A red X means the recipe does not match the machine type, so double-check your setup.
- 5
Craft and Place a Crafting Writer to Trigger Jobs
The Crafting Writer is the part that actually initiates crafting jobs. Craft one using Crafting Tables and a Variable Transformer, then place it on your network. Configure it with a Variable Card specifying what you want crafted. The writer will tell the network to start a crafting job, and the appropriate Crafting Interface will handle the rest.
The Two Parts
Crafting Interface
The Crafting Interface is the workhorse of the autocrafting system. It attaches to a machine and holds Variable Cards containing recipes. When a crafting job is scheduled, the interface pulls the required ingredients from the network's storage, inserts them into the attached machine through the appropriate sides, and waits for outputs to appear. The GUI shows a row of slots for recipe cards, each with a validation icon underneath indicating whether the recipe is compatible with the connected machine.
The interface also has a settings panel (accessed via the button in the top-right of its GUI) where you can configure which sides of the machine receive which ingredient types. Items, fluids, and energy can each be routed to different sides of the machine. This is particularly useful for modded machines that accept inputs on specific faces.
Crafting Writer
The Crafting Writer is the trigger mechanism. Unlike the Crafting Interface, it does not have an inventory GUI. Instead, it uses Integrated Dynamics' aspect system to receive crafting requests. You configure it with a Variable Card that specifies what to craft, and it submits the job to the network. The writer supports four write aspects: Craft Recipe (using a recipe value), Craft Item (using an item), Craft Fluid (using a fluid), and Craft Energy (using an energy value). Each aspect accepts different input types, giving you flexibility in how you trigger automation.
By default, the Crafting Interface validates recipes when you insert Variable Cards. This prevents mismatched recipes (like putting a Furnace recipe on a Crafting Table). If you need to disable this behavior for advanced setups, set validateRecipesCraftingInterface to false in the config.
How Crafting Jobs Work
When a Crafting Writer submits a request, the network creates a Crafting Job. Each job tracks the recipe being crafted, the quantity requested, which ingredients are available, and any dependency jobs that must complete first. The job progresses through several states as it moves from request to completion.
The network first checks if the required output already exists in storage (unless you set the "Ignore storage contents" property). If the items are not available, it finds a Crafting Interface with a matching recipe and assigns the job. The interface then pulls ingredients from network storage, inserts them into the machine, and monitors for the output. Once the machine finishes and the result enters the network, the job is marked complete.
If the required ingredients are not available in storage and the "Craft missing ingredients" property is enabled, the network will recursively schedule additional crafting jobs for those materials. This creates a dependency chain: the parent job waits until all child jobs finish before it can proceed. The system detects infinite recursive recipes and throws an error rather than looping forever.
Crafting Job States
| Pending Interface | Waiting for a Crafting Interface to accept the job |
| Pending Dependencies | Waiting for prerequisite sub-crafts to finish |
| Pending Ingredients | Waiting for inputs to arrive in network storage |
| Invalid Inputs | Required inputs cannot be found or provided |
| Processing | Machine is actively crafting the recipe |
| Finished | Output detected in storage, job complete |
Crafting Writer Aspects and Properties
The Crafting Writer communicates through Integrated Dynamics' aspect system. It provides four write aspects, each accepting a different input type. The Craft Recipe aspect takes a Recipe value and is the most direct way to trigger a specific recipe. The Craft Item aspect accepts an ItemStack and will find any recipe that produces that item. The Craft Fluid aspect works the same way but for fluids, and the Craft Energy aspect accepts an integer energy value.
Each write aspect supports several configurable properties that control how the crafting job behaves. The Channel property determines which network channel the job runs on (channel -1 means the entire network). The Ignore Storage Contents property forces crafting even if the output already exists in storage. The Ignore Crafting Jobs property allows starting a new job even if an identical one is already running. The Craft Missing Ingredients property enables recursive autocrafting of sub-components.
For the Craft Recipe aspect specifically, there is also a Craft Amount property that lets you specify how many times to repeat the recipe. This is useful for batch crafting, such as requesting 64 Torches at once.
When "Craft missing ingredients" is enabled, be careful not to create circular recipe dependencies. If crafting item A requires item B, and crafting item B requires item A, the system will detect the infinite loop and throw a RecursiveCraftingRecipeException. Double-check your recipe chains before enabling recursive crafting.
Read Aspects for Monitoring
Integrated Crafting also adds read aspects that you can use with Network Reader parts to monitor your crafting system. The Recipes aspect returns a list of all available recipes registered across Crafting Interfaces on the current channel. The Active Crafting Jobs aspect returns all currently running jobs as a list. The Crafting Ingredients aspect returns a list of all pending or missing ingredients across all active jobs.
These read aspects are invaluable for building monitoring displays. You can connect them to Display Panels to show what your network is currently crafting, which jobs are queued, and what ingredients are needed. If you have Integrated Terminals installed, the Crafting Job Terminal provides a visual dashboard for all of this information.
Advanced Techniques
Distributed Crafting
One of the most powerful features is distributed crafting. If you place multiple Crafting Interfaces on identical machines and load them all with the same recipe, the network will automatically distribute large crafting jobs across all available interfaces. For example, if you need to smelt 40 Iron Ore and you have 10 Furnaces each with a Crafting Interface holding the Iron Ore smelting recipe, the network will split the job and send 4 ore to each Furnace. This scales linearly and is the key to high-throughput automation.
Dynamic Recipes
Variable Cards in Crafting Interfaces can contain dynamic values that change based on conditions. This means a recipe can change depending on the time of day, what is available in storage, or any other variable you can express in Integrated Dynamics' logic system. The network detects recipe changes and uses the updated recipe for new jobs, while existing jobs continue with the recipe they started with.
Channel Isolation
The network supports channels for isolating crafting subsystems. Channel -1 is the default and spans the entire network. Numbered channels create isolated groups where only Crafting Interfaces and Writers on the same channel can interact. This is useful for separating different production lines so that a high-priority crafting request does not compete with background batch jobs for the same interfaces.
Configuration
Integrated Crafting has a few configuration options worth knowing about. The most relevant is minCraftingInterfaceUpdateFreq, which controls how often Crafting Interfaces check for recipe updates, measured in ticks. The default is 5 ticks (0.25 seconds). Lowering this makes the system more responsive but increases CPU usage. Raising it reduces server load at the cost of slower job detection.
The validateRecipesCraftingInterface option (default: true) controls whether the Crafting Interface checks that inserted Variable Cards contain valid recipes for the attached machine. This can be changed at runtime using commands. Disabling it allows more flexible setups but removes the safety net that prevents misconfigured recipes.
Frequently Asked Questions
Do I need Integrated Dynamics installed to use this mod?
Yes, Integrated Crafting is an addon for Integrated Dynamics and requires it (version 1.0.9 or later) along with CyclopsCore. It cannot function as a standalone mod.
Why does my Crafting Interface show a red X on the recipe slot?
The red X means the recipe on your Variable Card is not compatible with the machine the interface is attached to. For example, a Crafting Table recipe will not validate on a Furnace. Make sure the recipe type matches the machine, or disable recipe validation in the config if you have a specific reason to bypass it.
Can I use Crafting Interfaces with modded machines?
Yes, Crafting Interfaces work with any machine that exposes standard item, fluid, or energy capabilities. This includes machines from most tech mods. Use the interface settings GUI to configure which sides receive which ingredient types, as some modded machines have specific input and output faces.
How do I craft multiple items at once?
Use the Craft Amount property on the Craft Recipe write aspect. Set it to the number of times you want the recipe repeated. Alternatively, set up distributed crafting with multiple Crafting Interfaces on identical machines to process batch jobs faster.
My crafting job is stuck. How do I debug it?
Use the read aspects (Active Crafting Jobs, Crafting Ingredients) with a Network Reader to inspect the job state. Common issues include: missing ingredients in storage, the machine output side not connected to the network, or a dependency job that cannot complete. Check that all machines in the chain have their outputs routed back into network storage.
Does Integrated Crafting work with Integrated Terminals?
Yes, if you have Integrated Terminals installed, you get access to a Crafting Job Terminal that provides a visual interface for viewing and managing all active crafting jobs in your network. This is much more convenient than using read aspects and Display Panels for monitoring.