1024k Cells deletes items
OskarMZ opened this issue ยท 7 comments
When importing items from Tesseracts the ME System does not get any new items. But the tesseracts (when shifting to view what they have transporting) you can clearly see thousands of cobblestone being drained every second. When I take some cobble out the ME System, you can see it being refilled. The system behaves as though it is full, but there is many many cells which are not filled. When taking out the AE2 additions 1024k cells, the issue disappears and you can see 10's thousands of netherrack/cobble (bulk items) flooding in. I'm not certain what's happening to those items exactly, I'm assuming they're being deleted, as it's hard to miss 2 million cobblestone disappearing.
This issue did not occur instantly, I'm assuming it's to do with the amount of types on the cells, as the issue only occurred when they started to get filled and the cells were full, but not the item types (there were still other empty cells, 10x256k). I could still put items in, but cobble would just stay at a specific figure essentially being deleted (the drive holding the cobble was the 1024k). Whereas other items were fine.
Wasn't sure if this belongs to ATM8 issues or AE Additions issues. (This is an issue in ATM8).
i have exactly the same problem in project sky q 2
AEAdditions-1.19.2-4.0.5
here is a small video of it
I have the same problem. The problem occurs when the storage cell is full and you put more items in it. Only items where at least one example is in the cell will be accepted and deleted; all other items will be rejected. It is not relevant how many types slots are used; I have tested it with only 70 slots used and with 100 slots used (with the 1024K cell), both of which have the same behavior.
I use the version AEAdditions-1.20.1-5.0.5
Sorry for the delay folks, I'll set aside some time this weekend to take a look at this. Thanks for the video of the problem. Any other steps to reproduce, starting from a fresh world, would be extremely helpful.
This seems to still be happening in 5.0.6, and also happens when using the equal distribution card when one of the types is at its maximum capacity, even if the cell has more types and space. It will continue to accept items that are already in the cell and have room, but won't accept any other items.
This may be some kind of issue with the cost per type on the cells, given that the cell has more than the default 63 types. The default cells were set in such a way that with 63 types, roughly 50% of the storage of the cell would be reserved for the individual types. I'm not sure if the way that types are setup in the current version of the mod accounts for this with the increased number of types, given that from what I recall, the type cost continues to scale at a similar rate to before from my testing, which would mean that once a cell reaches half of its capacity, trying to allocate more cell types could cause issues, especially with the equal distribution card, as I'm not sure how the equal distribution card goes about capping the amount that each type can store