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integratedcrafting's Issues

Mystical Agriculture Oak Wood Recipe Not Accepted

Issue type:

  • πŸ› Bug

Short description:

The Oak Wood recipe from Mystical Agriculture, which consists of three Wood Essences across the top of the crafting interface, is considered unacceptable by my crafting interfaces (which face regular crafting tables). All the other types of wood craft without issue, it's just Oak Wood that's a problem.

It's nothing inherent to Oak Wood in particular, as modifying the shape of the recipe via CraftTweaker allows it to work without issue. I suspect that because the resulting recipe is just a sequential list, the interface is assuming the recipe is supposed to be shapeless and is only searching for a match among that type of recipe.

Steps to reproduce the problem:

  1. Create an Oak Wood recipe variable card using the Recipe type in the Logic Programmer based on the recipe added by Mystical Agriculture. Can be via JEI or by placing the items into the interface directly.
  2. Place the recipe variable card into a crafting interface connected to a crafting table.
  3. The recipe will not be considered acceptable.

Versions:

  • This mod: 1.12.2-1.0.9
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2854

Fluid amount specification in Ingredient list creation

Issue type:

  • βž• Feature request

Short description:

It would be great if you could be able to specify fluid/item amounts when creating ingredient lists. Being able to specify a stack of 7 items instead of having to create 7 separate item entries. It's not even possible to specify the fluid amounts.

Borrowing the Energy number entry UI element would work well, possibly having it hidden behind a button.

Crafting tasks reporting insufficient resources when maximum stack sizes are above 64 for an inventory

Issue type:

  • πŸ› Bug

Short description:

Using Integrated Dynamics, Tunnels, Terminals and Crafting, I've set up a small crafting system whose storage is primarily Arcane Archives (currently a WIP mod). ArcArc features 2 primary item storage methods, Troves and Chests. Both have odd issues when manually queuing a large batch craft with Integrated Crafting.

When attempting to craft items, it appears that the following happens when checking the inventories:

Radiant Chest- Only 64 items are checked per slot, meaning that at maximum the player only has access to 1/4 their total items for autocrafting when using radiant chests

Radiant Trove- Only 128 items appear to be visible for crafting tasks.

Anything beyond these amounts report insufficient items on the crafting job terminal. However, it should be noted that the storage terminal accurately reports the numbers of items contained in these inventories.

One of the ArcArc devs asked me to relay this:

The Radiant Chest has the same number of slots as a double chest, except each slot can hold up to 4x the maximum stack size to be stored per slot, using code from Nether Chest (used with permission and compatible license) which is accurately reported by the handler's getSlotLimit & getStackLimit. This should also be correct reflected by getStackInSlot. It's possibly just a case of "64" being hard-coded as the stack size limit instead of consulting the handler, but I'm not sure.

Steps to reproduce the problem:

  1. Connect an Integrated storage system to a single Radiant Chest, or Radiant Trove.
  2. Place 256 clay (item) inside the inventory
  3. request the crafting of 64 clay blocks

Expected behaviour:

64 clay blocks would be autocrafted


Versions:

  • This mod: 1.0.8
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2838

Log file:

Blank entries in Recipe preceding Item ingredient cause problems for some machines

Issue type:

  • πŸ› Bug

Short description:

When a Recipe includes a blank entry in the input (e.g. Menril Resin < , , Menril Log), the Crafting Interface argues that the recipe is not accepted by a Squeezer.

Steps to reproduce the problem:

  1. Create in a Logic Programmer a Recipe for Menril Log -> Menril Resin, but place the Menril Log anywhere except the top left slot of the grid.

Expected behaviour:

Regardless of blank entries, if only one real Item ingredient is found, the recipe should be accepted.


Versions:

  • Dynamics: IntegratedDynamics-1.12.2-1.0.11
  • Tunnels: IntegratedTunnels-1.12.2-1.6.8
  • Crafting: IntegratedCrafting-1.12.2-1.0.6
  • Terminals: IntegratedTerminals-1.12.2-1.0.6
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2831

Removing a duplicate recipe hides it from the terminal

Issue type:

  • πŸ› Bug

Short description:

If you have one recipe in multiple crafting interfaces, then remove one of them, the recipe is no longer craftable through the terminal.

These two spots in CraftingNetwork.java seem to be responsible for this:
https://github.com/CyclopsMC/IntegratedCrafting/blob/master-1.12/src/main/java/org/cyclops/integratedcrafting/core/network/CraftingNetwork.java#L149-L150
https://github.com/CyclopsMC/IntegratedCrafting/blob/master-1.12/src/main/java/org/cyclops/integratedcrafting/core/network/CraftingNetwork.java#L197-L198

I think scanning the remaining interfaces for the recipes and then not removing it would be the most efficient solution that doesn't require more state.

Steps to reproduce the problem:

  1. Place Logic Cable
  2. Place Storage Terminal on Logic Cable
  3. Place 2 Crafting Interfaces on Logic Cable
  4. Create 2 identical recipes
  5. Place one of the recipes in each of the Crafting Interfaces
  6. Remove the recipe from one of the Crafting Interfaces
  7. Open the Storage Terminal
    • Expected: Recipe visible
    • Actual: Recipe not visible

Versions:

  • This mod: 1.0.8
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2847

Integrated Dynamics: 1.1.1
Integrated Terminals: 1.0.13
Integrated Tunnels: 1.6.10
Cyclops Core: 1.6.0
CommonCapabilities: 2.4.5

Log file:

more modular recipe creation in porgrammer

Issue type:

  • βž• Feature request

Short description:

currently, the recipe as a datatype holds a pair of ingredient lists, an input and an output. You can either generate it with cards or make one with the recipe constant and JEI, but some things (like multiple fluid inputs or more then nine item inputs) are functional when generated with cards, but not "allowed" to be made with a recipe constant. I know there isn't much more room in the current GUI, so i'm going to suggest a second, more modular design, that can add a variable amount of fluid, item, and energy inputs and outputs while still keeping it a constant and bringing some of the constant-only features (such as oredict compat) with the flexibility of card methods like recipe.with_IO. This should be labeled something different in the programmer, like "machine recipe" or "modular recipe" while still keeping the original for simple situations or crafting table recipes

gregtech ore processing recipes cannot be marked as complete

Issue type:

  • πŸ› Bug

Short description:

any recipe with an output of crushed ore or impure dust (i'm not sure what else) from GregTech: Community Edition cannot function because the network does not recognize the item when it's inserted

Steps to reproduce the problem:

  1. install GT:CE
  2. make a recipe where an output is a crushed or (E.G. crushed iron ore) or impure dust (E.G. impure iron dust) in a dummy environment such as with a chest
  3. the recipe will not recognize the completed recipe even when the item is manually inserted

Versions:

  • This mod: 1.0.9
  • GT:CE: 1.8.4.419
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2838

Recipe variable cards disappear when breaking crafting interface

Issue type:

  • πŸ› Bug

Short description:

When breaking a crafting interface with recipe variable cards inside it, the interface drops as an item in the world but the cards are lost.

Steps to reproduce the problem:

  1. Attach crafting interface to crafting table
  2. Insert a valid variable recipe card into the crafting interface
  3. Break the crafting interface

Expected behaviour:

Both the crafting interface and the variable cards it contains are dropped as items in the world.


Versions:

  • This mod: 1.0.0
  • Minecraft: 1.12.2
  • Forge: 1.8.0

Log file:

Item exporter with craft = true intermittently fails to craft but the job remains active

Issue type:

  • πŸ› Bug

Short description:

An item exporter with 'craft' set to 'true' intermittently has the job listed as active in the crafting job monitor but never completes - it remains listed as the only job and the timer increments but it does not execute.

Steps to reproduce the problem:

I was unable to reproduce this in a creative test world, but in my current survival world:

  1. Have an inventory with bone available
  2. Add a crafting interface to a crafting table with a recipe for bone -> bonemeal
  3. Add an item exporter to an inventory with a variable card for item = bonemeal and 'craft' = true

Expected behaviour:

Job should complete


Versions:

  • This mod: 1.0.0
  • Minecraft: 1.12.2
  • Forge: 1.8.0

Fluid -> Item Recipes will use other fluids (and naturally halt crafting)

Issue type:

  • πŸ› Bug

Short description:

Fluid -> Item Recipe will take other fluids from the network even if they're the wrong fluid.
Observed using a Mechanical Drying Basin trying to craft Block of Crystalized Menril using Lava instead of Liquid Menril.

Steps to reproduce the problem:

  1. Attach Menril Resin and Lava tanks to a network.
  2. Create a Menril Resin -> Block of Crystalized Menril Recipe
  3. Use it with a Mechanical Drying Basin to craft.

Expected behaviour:

Crafting using fluids should only ever accept that fluid.


Versions:

  • Dynamics: IntegratedDynamics-1.12.2-1.0.11
  • Tunnels: IntegratedTunnels-1.12.2-1.6.8
  • Crafting: IntegratedCrafting-1.12.2-1.0.6
  • Terminals: IntegratedTerminals-1.12.2-1.0.6
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2831

Seems autocrafting is not working properly

Issue type:

  • ❓ Question

Question:

I am using Integrated Dynamics for the first time and am now trying your integrated Crafting v 1.12.2-10.10 in the mod pack FTB University. I have set up the crafting exactly as explained in the in game tutorial and tried the example there to make planks from logs. It made the planks once and will not make more. Said in tutorial if I pull the planks out of the system it will make more but this does not happen it will never make more. I didn't want to report this as a bug since this is my first time using this mod so it is probably me not a bug. I put the recipe for planks in display screen and it shows proper recipe and have the item planks in crafting writer.. Any help or suggestions would be helpful Great mod thankis

When opening the storage terminal, default to the 'storage' tab

Issue type:

  • βž• Feature request

Short description:

Currently, if you have previously used the storage terminal in a session and re-open it, it remembers which tab you were viewing. However, on world load, it currently doesn't default to a tab - it would be nice if this could pick a tab to open on by default, should the tab be available.

Filtered storage.

Issue type:

  • βž• Feature request

Short description:

A way to filter what goes into an inventory interface. I would like it if I could dedicate chests to specific mods, so it would be a bit organized and not chaotic. I also do not want to go into lasers, been there done that. Also, I removed refined storage so I could try to have fun with integrated dynamics. Time to push my computer to its limits.

Allow β€œExport Items” Option on Export Bus to Craft Items from its List

Issue type:

  • βž• Feature request

Short description:

Currently export busses can only craft items they export from the network if they are exporting only one item [the β€œexport item” option].If you want to craft&export three items, you need three export busses. The β€œexport items” option, which accepts a list of items, does not let you craft&export from the list. Allowing them to craft from the list would allow for easier setups that do not need a buffer inventory for more than six items.

Autocrafter only does 1 step at a time

Issue type:

  • πŸ› Bug

Short description:

Making ingots using the ore doubling way of ender io (Sag Mill -> Alloy Smelter), the system only uses 1 machine at a time and only adds 1 item at a time instead of the required stack. First it will grind every ore and once that is done it will start putting the dust into the alloy furnace even though those things should happen at the same time.

Steps to reproduce the problem:

  1. Start auto-crafter
  2. System throws 1 ore in the Sag Mill at a time instead of a stack
  3. System throws 1 dust in instead of a stack
  4. Get Ingots but at an inefficient and slow pace.

Expected behaviour:

What should be happening is that the moment the sag mill is working the dusts should be instantly put into the alloy smelter by the system. Instead it waits for the stack of iron ore to be fully pulverized, one by one, before moving on to the Alloy Smelter and once again put items in one by one.


Versions:

Versions:

IntegratedCrafting-1.12.2-1.0.0
Minecraft 1.12
Forge1.12.2-14.23.5.2796

ore dict crafting just straight up isn't working

Issue type:

  • πŸ› Bug

Short description:

ore dictionary crafting is not working

Steps to reproduce the problem:

step one: try and make an ore dictionary crafting recipe
step two: try and use said recipe
step three: fail

Expected behaviour:

a functioning ore dictionary crafting


Versions:

  • This mod: 1.0.9
  • Minecraft: 1.12
  • Forge: 8.0.99.99

Feature: Add support for recipes that expect ingredients to be passed from multiple sides

Issue type:

  • βž• Feature request

Short description:

Take Mekanism's Metallurgical Infuser as an example: it asks for a primary input ingredient and an Infusion material, and it can't take both from the same side. Mekanism's Infusions are a little weird in that they store an internal buffer of material, but it's entirely possible to create recipes that specifically consume exactly the amount of infusion material supplied with no leftovers or deficit.

In short, the issue is that a machine may demand that resources be passed from multiple sides, but the Crafting Interface can only input a specific type of resource to one targeted side.

(This also affects, for example, Applied Energistics 2's Inscriber, which violently demands distinct item input from three sides to satisfy crafting requirements.)

Mechanical Drying Basin does not accept Item, Fluid -> Item Recipe

Issue type:

  • πŸ› Bug

Short description:

The Mechanical Drying Basin does not accept a Item, Fluid -> Item Recipe correctly, such as Menril Glass. A Crafting Job Terminal will report that it's not accepted when the job is initiated, despite the Crafting Interface saying it's valid.

Steps to reproduce the problem:

  1. Attempt to craft Menril Glass using Crafting components.

Expected behaviour:

Menril Glass should successfully craft.


Versions:

  • Dynamics: IntegratedDynamics-1.12.2-1.0.11
  • Tunnels: IntegratedTunnels-1.12.2-1.6.8
  • Crafting: IntegratedCrafting-1.12.2-1.0.6
  • Terminals: IntegratedTerminals-1.12.2-1.0.6
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2831

Allow crafting check to be disabled

Issue type:

  • βž• Feature request

Short description:

If a recipe inside a crafting interface is invalid, a red cross will be shown.
It should be possible to completely disabled recipe validation in case mod integration would be bugged. A part setting should be sufficient for this.

Rework tag-based recipes

Issue type:

  • πŸ› Bug

Short description:

It should be possible to specify tags, instead of considering _all_tags.
This for example fails when crafting pistons, as logs will also be considered due to them sharing the wood tag.


Versions:

  • Minecraft: 1.16.4

Integration with Tinker's Construct Crafting Station

Issue type:

  • βž• Feature request

Short description:

As per the title, the Crafting Interface doesn't work with the Tinker's Construct version of the Crafting Table.
For example, if I were to use a recipe for a block of redstone, it would insert all redstone in the first slot instead of in a 3x3 pattern.

block of redstone

When creating a crafting recipe and not putting the output in the top slot, crafting waits for air

Issue type:

  • πŸ› Bug

Short description:

When creating a crafting recipe and not putting the output in the top slot, crafting waits for air

Steps to reproduce the problem:

  1. take a pile of e.g. zinc dust and a zinc ingot.
  2. Use the logic programmer to make a recipe variable
  3. while doing this, use the third output slot
  4. craft that ingot e.g. using the terminal

Expected behaviour:

One input generates one output; in my case it is put into a neighboring chest and then imported

(It's a thermal expansion machine; IC does not suck out the ingot by itself)

I changed the recipe to not include air; then it works.


Versions:

  • This mod: IntegratedCrafting-1.16.4-1.0.10.jar
  • Minecraft: 1.16.4
  • Forge: 35.1.4

late game crafting interface

Issue type: feature request

  • βž• Feature request

Short description:

a late game (chorus fruit extract) crafting interface that can read from a list of recipes instead of having to take individual recipe cards.

I can't craft multiple times

when i try to craft something, it crafts once then tries to craft air (btw my english is not great so im sorry)
2020-05-23_12 57 10

Consecutive crafting causing infinte loop?

Issue type:

  • πŸ› Bug

Short description:

Attempting to set a craft writer to craft an object which has multiple levels of crafting causes the game to freeze.

Steps to reproduce the problem:

  1. Set up a multi step crafting process, such as a chest. In my case, I was trying to autocraft the crate from Actually additions. All the perquisite materials were set up in the crafting interface.
  2. Set a variable to the item that requires the multistep process.
  3. Put the variable in a crafting writer.
  4. Enjoy the frozen game with a side of salty tears.

Expected behaviour:


Versions:

  • This mod: 1.0.0
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2807

Log file:

https://pastebin.com/te6vjBC5

https://pastebin.com/d45HnWDi

energy autocrafting not working properly

Issue type:

  • πŸ› Bug

Short description:

crafting energy [e.g. generator] and crafting using energy [e.g. Thermal Expansion electric furnace] does not work.

Steps to reproduce the problem:

  1. create a network with a storage interface, any generator, a battery, and any energy using machine [TE furnace]
    2.connect each ones with a valid recipe [stick->2000rf: generator] [log+2000rf -> charcoal: furnace]

when the energy output recipe is selected, the item goes in as expected, but the energy received is not recognized by the crafter
when the item output recipe is selected, it will simply do nothing, even though the request is still trying to be processed (observed via terminal)
the exact same item output recipe but with the energy fed in via pipe instead of via recipe will work without issue

Expected behaviour:

crafting with energy as a product is impractical and is impossible as an ingredient


Versions:

  • This mod: 1.0.1
  • Minecraft: 1.12
  • Forge: 14.23.5.2808

Log file:

Recipes with output items that can have charge are 'invalid' in the crafting interface

Issue type:

  • πŸ› Bug

Short description:

Crafting recipes with outputs that can have variable charge (eg. integrated dynamics battery) are marked as 'invalid' when placed in a crafting interface.

Steps to reproduce the problem:

  1. Create a recipe for the integrated dynamics battery:
    2019-02-09_17 07 44

  2. Place the recipe in a crafting interface attached to a crafting table:
    2019-02-09_17 07 57

Expected behaviour:

The recipe should be valid


Versions:

  • This mod: 1.0.2
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2772

Recipe labeling

Issue type:

  • βž• Feature request

Short description:

it would be cool if you could, instead of assigning a recipe to a specific item, you assign it to an arbitrary string label and arbitrary Boolean end condition, which would allow for much more versatile auto crafting (for example, you could make a recipe that creates all the items in a multiblock, assembles it, and passes a Boolean once it's done for build requesting)

crafting ingredients being split into 64 and not showing that enough ingredients are available with integrated terminals

Issue type:

  • πŸ› Bug

Short description:

when trying to craft planks out of logs with integrated terminals, it shows that there arent enough ingredients available even tho there clearaly are and also shows multiple stacks of the ingredient instead of adding them up
grafik

Steps to reproduce the problem:

  1. Set up a storage system with a colossal chest as storage and add a crafting interface on a crafting bench
  2. put in a lot of oak logs
  3. program the interface to craft 4 oak planks out of 1 log using the logic programmer
  4. request some planks so that there are more then 64 logs needed

Expected behaviour:

the planks all get craftet and the needed logs are displayed in 1 stack


Versions:

  • This mod: integrated dynamics: 1.12.2-1.0.11 integrated crafting: 1.12.2-1.0.6 integrated terminals: 1.12.2-1.0.6 integrated tunnels: 1.12.2-1.6.8 cyclops core: 1.12.2-1.1.1 common capabilities: 1.12.2-2.2.0
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2831

Log file:

Tools which are used but not consumed in recipes are not supported

Issue type:

  • βž• Feature request

Short description:

Some mod introduces items that are needed in recipes but are not consumed. Technically, the recipes consumes some of their durability. Examples: the Transmutation Stone of Retro-Exchange, the saws of Forge Multipart, the hammer and wire cutter of Immersive Engineering, copying variables in Integrated Dynamics...

If I wanted to craft 8 plates using the IE's hammer, the same hammer could be used and re-used each time, but the crafter complains about missing 7 hammers.

I'd like a way to tell the crafter that the hammer will not be consumed and that only one can be reused several times. I am not sure how this could be handled, maybe a flag in the Logic Programmer when creating the recipe ? (e.g. "this item will not be consumed").

Crafting Interface out of memory?

Issue type:

  • πŸ› Bug

Short description:

Unable to load game

Steps to reproduce the problem:

World has been very laggy, taking around 20-30 minutes for 1 minute to pass in game, but haven't found issue with that. Attempting to log into world is now giving attached crash, which seems to be related to Crafting Interface.

  1. ...

Expected behaviour:

world load


Versions:

  • This mod: IntegratedCrafting-1.12.2-1.0.7
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2836

Log file:

https://pastebin.com/c6wp7t4H

Dupe bug with Crafting Interface being Wrenched

Wrenching a Crafting Interface off a cable dupes the variable cards within it.

Step 1:

  • Build a small network with a Crafting Interface on it.
  • Put some recipes in the Interface.
  • Use a ID Wrench, or a TF Crescent hammer to remove the Crafting Interface from the cable.
  • The Cards from within the interface drop, along with the interface.
  • Put the Interface back on a cable
  • The cards are also still within the interface.

Happens in SP and MP, using:
Integrated Dynamics: 1.0.11
Integrated Crafting: 1.0.6

Server crashes from 90+ second hang

Issue type:

  • πŸ› Bug

Short description:

Our server is suddenly locked up. It has been operating fine at 20+ fps for the entirety of it's existence, now it's just completely bricked whenever I start it up. I can't even do so much as get a command through the console before it times out after 90+ seconds.

java.lang.Error: ServerHangWatchdog detected that a single server tick took 96.16 seconds (should be max 0.05)
	at org.cyclops.commoncapabilities.ingredient.IngredientSerializerItemStack.deserializeInstance(IngredientSerializerItemStack.java:31)
	at org.cyclops.commoncapabilities.ingredient.IngredientSerializerItemStack.deserializeInstance(IngredientSerializerItemStack.java:14)
	at org.cyclops.commoncapabilities.api.ingredient.IMixedIngredients.deserialize(IMixedIngredients.java:139)
	at org.cyclops.integratedcrafting.api.crafting.CraftingJob.deserialize(CraftingJob.java:188)
	at org.cyclops.integratedcrafting.core.CraftingJobHandler.readFromNBT(CraftingJobHandler.java:168)
	at org.cyclops.integratedcrafting.part.PartTypeInterfaceCrafting$State.readFromNBT(PartTypeInterfaceCrafting.java:395)
	at org.cyclops.integrateddynamics.api.part.PartTypeAdapter.fromNBT(PartTypeAdapter.java:56)
	at org.cyclops.integrateddynamics.core.helper.PartHelpers.readPartFromNBT(PartHelpers.java:165)
	at org.cyclops.integrateddynamics.core.helper.PartHelpers.readPartsFromNBT(PartHelpers.java:188)
	at org.cyclops.integrateddynamics.capability.partcontainer.PartContainerDefault.deserializeNBT(PartContainerDefault.java:241)
	at org.cyclops.integrateddynamics.core.tileentity.TileMultipartTicking.func_145839_a(TileMultipartTicking.java:130)
	at net.minecraft.tileentity.TileEntity.func_190200_a(TileEntity.java:120)

Steps to reproduce the problem:

I'm unsure, unfortunately it is on my server and I haven't been able to track down any users may have triggered this. I hope that you are able to glean something from the crash log.

Expected behaviour:

Self explanatory, I hope


Versions:

  • This mod: 1.0.7
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2838

Log file:

Full log


In the mean time I suppose I will just remove the mod, restart the server, then add the mod back in and restart again, and just accept that people will lose their Integrated Crafting blocks.

Edit: Indeed, this is what I did and it fixed the issue, although obviously it's not ideal because everyone lost all their blocks from the mod

Ore dictionary ingredients are sometimes counted incorrectly when calculating crafting plans

Issue type:

  • πŸ› Bug

Short description:

Crafting plans that use ore dictionary matching can sometimes incorrectly count the number of available ingredients for a recipe.

Steps to reproduce the problem:

  1. Create a network that can craft reinforced upgrade kits, using ore dictionary matching on the hardened glass
  2. Supply the network with all of the ingredients except for one hardened glass
  3. Queue crafting job
  4. It outputs Failed to extract ingredients for crafting job
  5. Replace reinforced upgrade kit recipe with the same recipe, but without using ore dictionary matching on the glass
  6. Now the crafting planner will alert that you are missing one glass, and you will be unable to queue the craft job.

Only one hardened glass block in network:
image

Crafting plan using ore dictionary recipe:
image

Crafting plan without ore dictionary recipe:
image

Expected behaviour:

Using a recipe that has ore dictionary matching should detect that there is not enough hardened glass in the network to initiate the craft job.


Versions:

  • Integrated Dynamics: 1.12.2-1.0.14
  • Integrated Crafting: 1.12.2-1.0.7
  • Integrated Terminals: 1.12.2-1.0.8
  • Integrated Tunnels: 1.12.2-1.6.9
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2837

Recipe containing Oredict ingredients gets rejected by crafting table

Issue type:

  • πŸ› Bug

Short description:

Setting up a crafting table recipe to use OreDict for some of the ingredients ends up being rejected in the crafting interface ("Recipe is not acceptable by the target.")

Steps to reproduce the problem:

  1. Bring up the Logic Programmer, choose Recipe and then use JEI to find the recipe in question and add it by clicking the plus sign.
  2. Change some of the ingredients to match OreDict instead. Save it to a variable card.
  3. Insert variable card containing the recipe into the Crafting Interface facing a crafting table.

Expected behaviour:

The tooltip to display "Recipe is valid for the target"


Versions:

  • This mod: 1.0.9
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2847

image

That's a copper pickaxe. Copper ingots are registered as ingotCopper in the ore dictionary. If I change those ingots in the recipe to match OreDict, the recipe turns invalid. If instead of a copper pickaxe I try to set up the recipe for a constantan pickaxe, the OreDict works fine and the recipe is accepted as expected.

Autocrafter stuck in: Calculating Crafting Plan

Issue type:

  • πŸ› Bug

Short description:

When having a multi-step crafting pattern with many crafting requirements. (for example the basic capacitor bank from Ender IO or solar gen from Mekanism etc.) the autocrafter will not do anything other than show "Calculating Crafting Plan." You can press escape and click it away but no crafting job will ever start.

Steps to reproduce the problem:

  1. Setting up patterns: Ore -> Pulverize Ore -> Ingot
  2. Setting up patterns to craft the item
  3. Click on craft pattern and get the GUI with the "Calculating Crafting Plan"

Expected behaviour:

It should craft the pattern. If I make the sub-components (for example the basic capacitors, redstone block, 4 iron ingots) and make the requirement list shorter it will make the generator instantly.


Versions:

IntegratedCrafting-1.12.2-1.0.0
Minecraft 1.12
Forge1.12.2-14.23.5.2796

Recipe dependency cannot be crafted despite having enough material available

Issue type:

  • πŸ› Bug

Short description:

Recipe with dependency cannot be crafted due to not having enough material available, although enough material is available. Additionally the correct number of dependency items can be crafted separately.

Steps to reproduce the problem:

  1. Given the following recipe:
    2019-02-10_11 21 30
  2. When trying to craft 4 of the above, dependencies are said to be missing:
    2019-02-10_11 16 26
    2019-02-10_11 16 37
  3. When kicking off the dependent items (in this case, the plates) the correct number can be crafted:
    2019-02-10_11 16 54

Expected behaviour:

Parent recipe should be craftable as all dependencies are present or craftable


Versions:

  • This mod: 1.0.2
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2772

I'm sorry that this is so specific, I was unable to come up with a more generalized example.

Sort order of crafting script when missing items are detected // do it anyway // cancel

Issue type:

  • βž• Feature request

Short description:

When a crafting tree is presented, the things that do work are presented first and I have to close these job lists first or scroll way down. I'd rather have the things that don't work at the top so I can immediately see the problem.

There is no button to cancel the job order nor to enqueue the things that would work (while I get the missing ingredients); either all the jobs that can be run or just the ones that result in final products. I have to leave and to redo the job order with a manual binary search for the amount I can craft.

Question BTW: Are intermediate products of running jobs being tracked as reserved?

(Also currently in 1.16.4, scrolling does not work so I end up with the missing item just being off-screen)

Crafting job calculation packet overflow

Issue type:

  • πŸ› Bug

Short description:

i set up a system in the modpack (namely the enigmatica 2 expert mode modpack) to craft the advanced machine frame from IC2. whenever i request to craft it though, i get the issue

java.lang.IllegalArgumentException: payload may not be larger than 32767 bytes

Steps to reproduce the problem:

  1. run the enigmatica 2 expert mode pack with integrated crafting and terminals installed
  2. create a system with all the recipes and machines required to craft the advanced machine frame from IC2

Expected behaviour:

the game should craft it as normal, as any of the prerequisites are craftable and the recipe is successfully caculated


Versions:

  • This mod: 1.0.1
  • Minecraft: 1.12
  • Forge: 14.23.5.2781

Log file:

pastebin file

version requirements

Issue type:

  • πŸ› Bug

Short description:

integrated crafting and integrated terminals versions 1.0.6 require integrated dynamics version 1.0.9 or above. version 1.0.8 is the only one available for download.

Expected behaviour:

after updating to version 1.0.6 for the game to start as normal or for a 1.0.9 version to be available.


Ignore conditional recipe outputs when validating

Issue type:

  • πŸ› Bug

Recipe items with chances (like those from the Mechanical Squeezer) should be ignored when comparing expected and actual recipe outputs during Crafting Interface recipe validation.

Crafting recipes on machines not being marked as completed when results are fed into another recipe

Issue type:

  • πŸ› Bug

Short description:

Crafting recipes which are immediately fed into another crafting recipe are not always marked as completed.

Steps to reproduce the problem:

Setup
This example uses the recipes: Cobblestone -> Gravel -> Sand. But any recipe feeding into another one works

  1. Set up two recipes one for Cobblestone -> Gravel and one for Gravel -> Sand.
  2. Place down two pulverisers, attach crafting interfaces to both of them and place your crafting recipes in them.
  3. Place two crafting writers and give one a variable card for the gravel item and the other sand. Configure them to ignore inventory.
  4. Attach a crafting job terminal to the network to view the progress of the crafting, place a storage container on an item interface to give the system some capacity
  5. Feed system with a bunch of cobble
  6. After about 10-15 iterations the gravel recipe will get stuck on crafting and never complete

Expected behaviour:

Marking the recipe as complete should happen before the ingredients are exported to the next crafting process.


Versions:

  • This mod: IntegratedCrafting-1.12.2-1.0.10.jar
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2854

Log file:

N/A


Alternative reconstruction setup using logs * 9 -> charcoal * 9 -> charcoal block
Setup
The easiest way to get this to consistently break is to have your logs -> charcoal recipe as Logs * 9 -> Charcoal * 9

how exactly to trigger insert_recipe_planks advancement?

Issue type:

  • ❓ Question

Question:

Hi. I'm following the "Setup Autocrafting" tutorial. I've tried to create a Recipe like so:

image

I then insert the Variable into a Crafting Interface:

image

However, the advancement does not trigger:

image

fluid crafting not working properly

Issue type:

  • πŸ› Bug

Short description:

crafting from liquid input to item output and visa versa does not work. the crafting step does not display as complete.

Steps to reproduce the problem:

  1. create a network with fluid interface, item interface, machine that takes fluid and results in an item [drying basin] and a machine that takes an item and results in a fluid [mechanical squeezer]
  2. attach each to the network with a crafting interface and a valid recipe
    [log->resin:squeezer][resin->block:dryer]

requesting fluid [log->resin] crafts the fluid but causes the system to hang on "0 mb water"
requesting item [resin->block] crafts the output but isn't recognized by the system, causing it to hang

Expected behavior:

requesting a log->block should work perfectly as the outputs are both stored, but this bug causes the player to cancel, redo, and cancel the process to get it to work.


Versions:

  • This mod: 1.0.1
  • Minecraft: 1.12
  • Forge: 14.23.5.2808 and 14.23.5.2781

Log file:

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