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PROCESSING

Processing overview

Turn raw inputs into useful construction and trade goods.

Create processing is modular. Items can be pressed, mixed, crushed, washed, smoked, blasted, sawn, filled or assembled in sequences, often while travelling along belts.

Common lines

  • Ore or raw material → crushing/milling → bulk washing or blasting → storage.
  • Crop or food input → cutting/mixing/pressing → packaged market stock.
  • Metal input → pressing and mixing → sheets/alloys/components for further Create machinery.

Learn by module

  • Build one process at a time on a Depot before embedding it in a high-throughput belt line.
  • Use recipe viewing alongside Ponder so you understand both item recipes and physical setup.

Production-line design

  • Every process has an input position, an operation condition and an output path.
  • Buffering at depots, vaults or chests prevents one slow stage from freezing the whole line.

Recipe verification

  • Use the recipe viewer to confirm steps and required heat or fluids.
  • Use Ponder to see how the machine expects items to be presented.

Processing as modules

A processing cell should make four things obvious: its input, its required condition, its operation and its output. For example, a press needs items placed under its working head; a basin process needs ingredients, powered operation and sometimes heat.

Once one cell is reliable, repeat or connect cells using belts, chutes, funnels, arms and storage. Modular processing lines are easier to upgrade, supply by train and sell from a player market.

Throughput and storage

Higher speed is useful only when every downstream stage can accept the results. When a line stalls, the apparent failure may be a full output inventory rather than the machine that stopped moving.

Further reading

Return to Create handbook →