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barrelsdrumsstorageandmore's Issues

[Suggestion] Config options for crate controls

While the barrel control changes in the latest version are nice when preparing locked crates, it makes trying to pull out a small amount of items from a crate a bit awkward since you have to deliberately delay a bit between each click. I suggest adding config options for the amount of delay between clicks or being able to switch to the old sneak control scheme.

[Suggestion] Option to hide void and lock icons

I personally like the look of crates a lot better without those icons and with the item in the middle. The information they convey can already be obtained from WAILA. An option to hide them would be really nice.

Capacity and Unit Conversion

Let me start by saying this issue arose almost entirely out of my own fault, as the issue pertains to a lack of understanding, not a lack of explanation. My goal with this post is two-fold:
1- Inform new users of the mod who are experiencing this issue, or something similar, to understand what's going on;
2- Give the mod author an additional perspective into how some people might interpret the information they see.

When I first dove into using Barrels and Storage, I was immediately interested in installing a 4k upgrade, as it was the highest upgrade available in survival and didn't know at the time that the standard crate couldn't support a 4k upgrade. I thought nothing of it when the crate accepted the 4k upgrade installation. Later, when I uninstalled the upgrade and only got back three 256k upgrades and three 64k upgrades, it confused me. So I started doing my research.

I discovered someone who had a similar issue on the SkyFactory4 GitHub, and the issue was closed after determining it was because the barrel/crate they were using was not capable of handling a 4k upgrade. It was mentioned that they should look at the crate to see its upgrade capacity before applying the upgrade, so I returned to my game to see if that was the same issue I was experiencing.

What I saw was this:
image

To my untrained eye, and since I'm now looking for an upgrade capacity indicator, that tooltip reads as "can hold a 4k upgrade." Of course, my interpretation is incorrect. What it means is, "can hold 4k items." Make no mistake, I understand this is my fault, as there is additional information provided on the front face of the crate when you are holding an upgrade in your hand. I didn't see it because my hand was empty at the time.

The missing piece of information that new users might be unaccustomed to is that upgrades are additive, not multiplicative. What this means is, the default 64 storage capacity of the un-upgraded crate is still there after you apply upgrades to it, i.e. a crate with a 256 upgrade can hold 64 + 256 = 320 stacks of items. It does not make the capacity of the crate 256, which is what I expected. This is why if you place a 1k upgrade on a crate and then remove it, you won't get the 1k back. You'll get 1k - 64, because the crate can't go over 1k capacity when upgrades are installed and can't lose the default 64 capacity when upgrades are uninstalled.

That leaves the question, should anything be done about it?
In my opinion, there should be, but there doesn't have to be.
I have multiple ideas, if I may offer them. For example, the wooden crates/barrels could be disallowed from receiving upgrades beyond their capacity. You could also set the maximum capacity for wooden crates to 1088 (64+1024) instead of just 1024, though I don't know if you could make this work for metal crates (overflowing any 16bit data structures you might be using). Alternatively, the first upgrade in a series could "subtract 64" as the upgrade is applied to simulate a conversion away from the default capacity; then, if the capacity of the crate is calculated to be zero because upgrades are being uninstalled, it would add back the 64 that was subtracted to restore the default.
The absolute minimalist idea I have would be to change the names of the upgrades from "x64", "x256", "x4096" etc. to "+64", "+256", "+4096" and keep all functionality the same.

Sorry for making this so long. I always feel bad when I make suggestions or criticisms, because I only ever want to be constructive about it and I don't want to be lumped in with the trolls who soil the reputation of people who are just trying to be helpful.

Massive AE2 slow down with Wooden Crates and Shipping Containers

Using over 80 Wooden Crates (maxed upgraded) and 20 Shipping Containers (fill with non upgraded Wooden Crates) all connected via AE2 "ME Storage Bus"

image

Have about 80 hopping bonsai's dumping it's items into the system via interfaces.
ME storage bus priority has them checking to see if there is room in the locked Wooden Crates, if it doesn't exist or have room, it them checks all the Shipping Containers for the same thing, then moves on to the ME Storage Cells as a last resort.

The issue... Having everything going, I end up getting the server timing out.
Crash log: https://pastebin.com/7bEchD0L
Laggoggles before crash:
image

Disconnected the bonsai's so nothing going into the system (system still auto crafting via AP2):
image

Hooked up bonsai's, but disconnected the Shipping Containers:
image

Disconnected bonsai's, Shipping Containers, and Wooden Crates:
image

Hooked up bonsai's but disconnected Shipping Containers, and Wooden Crates:
image

I hope this will help. If need be, I can send a world file for testing.
For more detailed look at the system, check out a VoD here from a few days ago debugging.
Finally got to checking out crates/shipping containers today.

Hope that helps!

Uninstall Upgrades

Does the crate need to be empty before an upgrade needs to be removed?

Edit: I figured out it does. Suggestion, adding a tooltip would be helpful.

Crash when placing Tinker's Crafting Table next to a Shipping Crate

I placed a Tinker's Crafting Table next to a Shipping Crate, took out a stack of items and placed it back into an empty slot. That crashed the game.

java.lang.ClassCastException: funwayguy.bdsandm.inventory.capability.ShippingProxyWrapper cannot be cast to net.minecraftforge.items.IItemHandlerModifiable
	at net.minecraftforge.items.SlotItemHandler.func_75215_d(SlotItemHandler.java:80)
	at com.tfar.craftingstation.slot.WrapperSlot.func_75215_d(WrapperSlot.java:44)
	at net.minecraft.inventory.Container.func_184996_a(Container.java:281)
	at net.minecraft.client.multiplayer.PlayerControllerMP.func_187098_a(PlayerControllerMP.java:566)
	at net.minecraft.client.gui.inventory.GuiContainer.func_184098_a(GuiContainer.java:638)
	at net.minecraft.client.gui.inventory.GuiContainer.func_146286_b(GuiContainer.java:604)
	at com.tfar.craftingstation.client.CraftingStationScreen.func_146286_b(CraftingStationScreen.java:169)
	at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:543)
	at com.tfar.craftingstation.client.CraftingStationScreen.func_146274_d(CraftingStationScreen.java:146)
	at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:501)
	at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1759)
	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1098)
	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:398)
	at net.minecraft.client.main.Main.main(SourceFile:123)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:497)
	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

Minecraft: 12.2
BDSandM: 0.0.24
Forge: 2854

items not showing in crates

When i logged in all my items where "gone"
they are still in the crate but i cant see them,
its realy confusing and irritating,
is there anyone who knows an solution ?
minecraft bug

[Suggestion] Apply a stack of upgrades

It currently takes 512 right-click actions, or about 100 seconds, to fully upgrade a metal crate with x64 upgrades. It'd be very helpful if you could apply an entire stack of upgrades at once, perhaps by shift-right-clicking.

Double clicking to retrieve a stack is terrrible imo

Not sure if this intended behaviour or a bug but with the latest update the user now has to double click to retrieve a stack of items this makes retrieval for automation slow: for example it interferes with how Thermal Dynamics interacts with stacks, because the barrel can't output a stack it outputs 1 item rendering itemducts useless.

An option in the config would be a nice addition, shift clicking for a stack or shift clicking for 1 item would be most desirable.

Metal drum fluid transfer rate

Recently had some problems with black hole tanks on my skyfactory 4 playthrough. Thought I'd give a metal drum a try, as I have seen a lot of others use them on youtube. Managed to get one set up as a lava buffer for my power system, but the extraction rate is atrocious. It was unable to feed my magmatic generators utilizing Super-Laminar Fluiducts and Resonant servo. Is there a way to increase it's transfer rate, or remove it's limit?

Using version 0.0.24 in SkyFactory 4

Crates that are (almost) full expose inconsistent insertion behaviour between simulated and real mode

The bug:
When a crate is filling up completely, trying to transfer items into it (using Integrated Tunnels) frequently fails due to inconsistent insertion behaviour with the crates. Integrated Tunnels dev says there are two modes for item insertion, simulated and real. The error occurs when there is a conflict between the two. So essentially the crates are "lying" how much items can be inserted.

How to reproduce:

  1. Place a crate
  2. Place a Logic Cable next to it
  3. Attach an Item Interface between crate and cable
  4. Place a machine next to the cable (that produces the item desired)
  5. Attach an Item Importer between the cable and the machine
  6. Insert a blank Variable Card into the importer (top aspect, default properties)
  7. Let the system fill up the crate
    โŒ when the crate is about to fill up 100%, the importer will error out and spew out items if they cannot re-enter the machine

This applies to machines that don't allow their output to be re-inserted back into them, such as Mystical Agriculture's Ultimate Furnace (it has strict I/O). For less strict machines such as Cyclic's Auto Crafter, the overflowing items are re-inserted back into the machine, blocking their process. However, Item Importers are only supposed to pull items, not insert. It is a form of error handling due to the crate not handling input correctly.

Version: 0.0.24
Integrated Tunnels: 1.12.2-1.6.11
Integrated Dynamics: 1.12.2-1.1.6

Single click in altMode acts like double click

Pack: SkyFactory-4_4.2.2
mod version: 0.0.24
Single Player world.
Alternate Controls (altMode) is on in the client settings.

Single left clicking with an empty hand on a crate/barrel usually returns two stacks. On occasion it returns one stack (as expected) instead.
Sneak + left click with an empty hand usually returns two items, on occasion only one.
When hand is not empty, returns one stack/item, as expected.

Whenever 2 stacks/items are returned, the box/barrel gui is updated twice, both times decrementing the count inside.

Render bug with items in crates depending on positive/negative X/Z coordinates

Using version 0.0.24 with the SkyFactory 4 modpack.

The sky_orchards mod's saplings (and possibly other items, but I haven't found other examples yet) get rendered incorrectly when a barrel is placed on a negative Z coordinate. The incorrect rendering looks like the item is overlapped with a mirror image of itself, causing Z-fighting to occur.

If the barrel is on a +X/-Z coordinate, the item is always rendered incorrectly, when the barrel is placed on a -X/-Z coordinate, the item is rendered incorrectly only if the player is on a positive X coordinate.

Screenshots:
https://i.imgur.com/EhKrw5s.png - Player on positive X and Z. All sapling items rendered incorrectly.
https://i.imgur.com/ScYL7A3.png - Player on negative X, positive Z. Saplings in barrels on +X/-Z coordinates rendered incorrectly, the rest are fine.

Regardless of the player's position, items are rendered correctly in barrels with a positive Z coordinate.

What determines whether an item/block with an inventory can be stored inside a shipping container?

I was looking for a way to, essentially, use the shipping container to hold something that will itself hold my items. My first thought was Thermal Expansion's strongboxes or satchels. Those are both forbidden, but TE's energy cells aren't. At present, buckets work fine, and so do the handful of modded tanks I tested. When I tried using a vanilla shulker box, it not only was accepted, it also started storing items inside.

What decides whether I can put something with an inventory inside the shipping container? Is it just "anything that exposes a standard inventory capability" and TE's stuff doesn't actually do that? Is there some other restriction?

[Suggestion] Allow emptied crates with the same (or no) upgrades to stack

If you have been using a set of crates for different things and then empty them (unlocked), those crates no longer stack in inventories.

It would be nice if, after removing all items and upgrades from unlocked crates, those empty crates would stack. Alternatively, maybe there could be a way to craft a crate back into pristine NBT status?

[BUG] Barrel voiding items, fluids and storage capacity upgrades with EnderIO wrench.

Whenever either the wooden or metal barrels are rotated with the EnderIO wrench, all stored items, fluids and capacity upgrades are voided. This does not occur with the wooden and metal crates, where stored items and the applied storage capacity upgrades remain as they were.

MC: 1.12.2
Forge: 14,23,5,2854
EnderIO: 5.3.70
BDS&M: 0.0.24

The console log does not show any errors or crashes whenever this occurs.

Crafting an iron crate with a none-empty crate should keep inventory

Hello,
I look, and if you craft an iron crate with an none-empty Wooden crate right now it will void all the content. I think the recipes should keep the inventory, because the recipe is made question to upgrade the lower tier to the next tier of crate. Right now I have to completly empty it question of upgrade the Wooden Crate to the Iron Crate if I don't want to look the content...

You should possibly make sure to keep the upgrade already installed when upgrading to the Iron Crate.

Version:
BDS&M: 0.0.24
Minecraft: 1.12.2

Fireztonez

Server crash when shift Click a Wooden crate with Thermal Expension Satchet

Hello,
My world have close by itself when I Shift-click on a Wooden Crate with my Thermal Expension Satchet, So I think thgis is a Game server crash, due to BDS&M for what I see in the log I think... Minecraft continue to run, and I can go back in my world, and I don't really have any issue, I just possibly lost something (not really sure, my crate is now empty, but I have nothing really important and in small quantity, so, this is not a problem for me!)

Log File (I put all important information I think (Mod List, Java Version + the end of the log when the game close):
https://gist.github.com/Fireztonez/882d09633dbc460fc6660d34704ee18c

If it can help you, I know when I log it after the crash, after reopening the world, my inventory was completely full (So probably the same before the "crash"). So possibly it crash because it try to pick-up something when there have no place in the inventory?

If you need any information let me know.

Version:
Java: 1.8.0_211
Forge: 1.12.2-14.23.5.2838
BDS&M: 0.0.24

Fireztonez

Allow to rotate crate when facing up

When placing a crate with the display facing up, it will always have the "top" facing north, which might not always be desirable. Hitting it with a wrench (I've tried the TF wrench and the ID wrench) does not seem to achieve the desired rotation axis.

Here's a picture. I'd basically like the text to be the other way around.

image

Recipes Missing and Odd Behavior with CarryOn

Recipes are missing for the Wooden Barrel and Metal Crate.

When crates are picked up and placed back down with CarryOn the side with the item display only faces a certain direction rather than facing toward the player which makes it somewhat annoying to move crates and maintain some sort of order. I also noticed that after the crates have been picked up and placed back down the side that the item display is on can change after removing and replacing the items inside the crate. So basically, place crate, put item in crate, pick up crate, place crate, note side of crate that item display is on, remove item from crate, deposit item back into crate, the item display is now on a different side.

instance details:
forge-1.12.2-14.23.5.2836
BDSM 0.0.19
CarryOn 1.12.1

latest.log

Can't Remove barrels crates etc

Once I've placed something, no matter what I do I can't remove it, even when it is completely empty, with no upgrades.. Is there trick I'm missing or am I stuck with a barrel in the middle of my house?

Withdraw Fluid?

Cannot withdraw fluid (lava) with a bucket from a drum.
Tried left and right clicking. Sneak and not sneaking.

Most up to date version (Sky Factory 4.0.2)

[enchancement]compacting draw option?

haven't looked at this mod enough yet to know, but if this can also fulfill the role of compacting drawers, that would be great.

what would be better, is if it could do more than 3 items if an item happens to have more than 3 things it can go into and reverse into.

Server crashes when dropping items ouf of Barrel

In the Sky Factory 4 modpack, I have experienced a couple server crashes while emptying barrels. As long as the items go into the player's inventory all is fine, but as soon as the items drop into the world as Item Entities (e.g. because the player's inventory is full), they can crash the server.

The server crashes with a ConcurrentModificationException without referencing any mod's source code. Hence I am unsure if this is a forge issue or a Barrels, Drums, Storage and More issue. The following exception is thrown, taken from the full crash report (https://gist.github.com/marco-david/f3a721aa06dfcddf2d00365fac635c06).

java.util.ConcurrentModificationException
	at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
	at java.util.HashMap$KeyIterator.next(HashMap.java:1469)
	at net.minecraft.entity.EntityTracker.func_72788_a(EntityTracker.java:290)
	at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:779)
	at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
	at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
	at java.lang.Thread.run(Thread.java:748)

Some testing so far has shown the following:

  • The speed of item extraction does not matter.
  • The server crashes as soon as three stacks of items (in my case cobblestone) fall onto roughly the same location (i.e. group up).
  • Since items are dropped following the player's orientation; if moving between extracting stacks such that they do not group up, the issue does not happen.

If player's inventory is full, retrieving items from wooden crate will just void the item.

I have a 64x64 wooden crate with all logs in it, I was trying to clear it out when I take all the logs. Initially I thought when my inventory was full, the crate will simply spill out stacks of woods. But when I continuously left click it, the logs inside the crate is deleted, but it wasn't added in my inventory. I suggest a check to see if inventory is full, and simply spill it.

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