Wire-WiresBalancedCraftFromNearbyChests icon

WiresBalancedCraftFromNearbyChests

Craft, build, refuel and feed machines from deliberately named nearby chests.

By Wire

CHANGELOG

Changelog

0.1.3

  • HOTFIX: fermernters now ACTUALLY work lmao oops

0.1.2

  • Added routing for normal Cooking Stations / cooking racks using Cooking Station, Cooking or Cook chest names.
  • Verified Fermenter chest routing end-to-end and added the direct UseItem interaction path to the refill context as well.
  • Fermenter continues to use Fermenter, Fermentation or Mead Base chest names.
  • Audited the current vanilla item-consuming world machines against the routing system.

0.1.1

  • Added support for moving storage containers such as carts and ship storage.
  • Moving storage uses the same routing, priority, access and multiplayer rules as normal chests.
  • Connection visuals now follow moving storage and update as it enters or leaves range.
  • Added Deep North routes for Frigid Kiln and Frost Foundry.
  • Added optional MultiUserChest compatibility for routed storage that another player currently has open.
  • Duplicate aliases across different routes are now prevented automatically.

0.1.0

  • Initial release.
  • Crafting stations can use resources from correctly named nearby chests.
  • Hammer, Hoe, Cultivator and Serving Tray can use routed nearby chests while their build menu is open.
  • Added refill/feed routing for kilns, smelters, furnaces, fires, machines, siege pieces and more.
  • Added three configurable chest-name aliases per route.
  • Added chest renaming fallback and configurable hover-name formatting.
  • Added bidirectional vanilla-style connection visuals.
  • Added deterministic chest priority and bottom-left-to-top-right refill item priority.
  • Added multiplayer-safe access checks, ownership handling and server keyword synchronization.
  • Added optional MultiUserChest compatibility so chests can still supply resources while another player has them open.
  • Added lazy route indexing, staged connection-effect creation and pooled visuals to avoid frame spikes.