Machine Inventory Manager

The Machine Inventory Manager is the main block of the mod Steve's Factory Manager. This block will control the use of every other block in this mod, by the use of commands. Each command has a different function but range into a few main categories: Condition, Group and Trigger, Input and Output and Others.

Commands
They are many commands you can use in the Machine Inventory Manager. First of all, you should check out the user preference and set it, to your preference! Just over it, there is a delete command, which acts like a trash can. Any useless commands? Drop them here!

Note that the usual command goes:

Trigger - (Flow) - (Condition) - (Input) - (Crafting) - Output

In case of Items or liquid, Input is mandatory.

The other commands can be grouped in four categories:

Create Condition
One Input, Two output: True and False

Inventory, Choose which inventory to check for condition

Target, Which side you cheking in. Example: To check Furnace Fuel, you must check from the side

Items, Which item to check for

Create Liquid Condition
One Input, Two output: True and False

Tank, Choose which tank to check for condition

Target, Which side you cheking in. Example: To check Furnace Fuel, you must check from the side

Liquid, Which Liquid to check for

Create Redstone Condition
One Input, Two output: True and False

Redstone Nodes: Check which block to check restone condition

Sides: Check which side the redstone comes from

Strength: Check for redstone strength needed, can be inverted

Trigger
You need these. Without those, nothing will run.

Three different modes: On Interval, Redstone Controlled, Block Update Detector

On Interval: Do what is connected every X second, X is configurable to only round numbers, A single output

Redstone Controlled: Interval is the same as above, Redstone receivers is which redstone receiver you are looking at, Redstone Sides is which side on the receiver to look at, Analog Redstone is which redstone strength to look at and can be inverted, Four Different output: On Low/High Pulse/Signal, Self Explicit.

Block Update Detector: Update Detector is which Detetctor to look at, Interval is the same as the two above, Update sides is which side to look at, Update block is WHAT to look for in term of ID and MetaData, Five Different output: The four same as above and on block update

Create Flow Control
Two different modes: Collector and Split

Collector goes as if any trigger in, in trigger outs, two or five in, one out

Splt goes as if trigger in, trigger all out, one in, two or five out

Create Command Group
Creates a group which is a sub page of the main, with no other benefit than being compact and giving you extra space

By itself, it has no input nor output

Create Group Node
Two modes: Input and Output, Input will let a trigger into the group while output lets a trigger outside the group

This is used with Command Group in order to get trigger into a group from outside

Input and Output
Input commands will take the item/liquid OUT of the CONTAINER, INTO the SYSTEM. Output commands will take the item/liquid OUT of the SYSTEM, INTO the CONTAINER.

Create Output
Nothing new, one input, one output, Inventory for which inventory to check, Target for which side and Items for which item to take

Create Liquid Output
Nothing new, one input, one output, Tank for which tank to check, Target for which side and Liquid for which item to take

Create Redstone Emitter
One input, one output, Emitters for which emitter to emit to, Sides for which side to emit to, Output for which signal and how to send it, Pulse for emitting a pulse and at which rate

Create Auto Crafter
One Input, One Output, Crafting is a crafting grid where you must replicate the crafting components, Priority will change if it craft before moving to object of after it's moved, Excess Inventory is the inventory used in case of overflow (crafts four stick but place for only two) or secondary output (buckets), If the excess inventory is full, it will drop the items in the world