Applied Energistics 2

Applied Energistics 2

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System not recognizing TE based items with ability to hold power as usable for autocrafting.

mike7998 opened this issue ยท 7 comments

commented

The ME system does not recognize a lower tier flux capacitor, or simply jetpacks jetpack as an available item for autocrafting. The crafting preview shows them as unavailable, even though I had multiple of the previous tier of items in the system. attatched are screenshots that I hope help.

  • Minecraft Version: 1.12.2
  • AE2 Version: rv5-stable-4
  • Forge Version: 14.23.1.2582

2018-01-06_21 03 11
2018-01-06_21 03 22
2018-01-06_21 03 38
2018-01-06_21 03 52

commented

Try creating the pattern with "OreDict Substitution" enabled.

commented

These are actually two bugs.

One of them is fixable by us and affects the TE capacitors. At least for crafting them from scratch. Using capacitors with different settings/charge is not really possible.

The other one is pretty much unfixable on our side. The way SimplyJetpacks creates the output for a crafting results in a completely different item than you are able to define for a pattern. At least not without causing many side issues once other mods actually require precisely the same itemstack, otherwise they might end up in completely wrong results. E.g. a low tier item is suddenly a valid replacement for a high tier one.

commented

Maybe it is possible to add an option ignore NBT tags like the oredict option for patterns.

commented

Same for Mekanism machines / gas tanks if the receipts requires more then one tank.

commented

@jkroepke that will cause more issues then it solves.

commented

I just had a look at the issue, too, also on my side... And I have to say, I don't know what to change, so it would work with your mod's autocrafting. As I am fairly new to java and especially modding, I am glad if you could give me some advice to fix this :)

commented

I cannot recall every detail and being a fork makes it a bit tedious to follow all code due to the missing search.

But in general it's caused because the recipes are very inconsistent with their NBT data. E.g. the first jetpack produces a NBT tag of {sjData:{Energy:0}}, but the recipe for the second requires {sjData:{Energy:0,JetpackParticleType:0}} but produces {sjData:{Energy:0,JetpackParticleType:0},Energy:0}
Each of them is a totally different item from an external point of view.

Ignoring certain tags is simply not an option and would also be pretty stupid. E.g. ignoring sjData might work, but then the separate Energy tag for the tier 2 one already contradicts it. Also sjData actually indicates completely different items via JetpackParticleType. So a player could request a certain particle effect, but due to it being ignored, they'll end up with a completely different one.

Also it is extremely short sighted. It doesn't fix it, just pushed it back and hope it does not appear again on the next day/release/etc. Basically it forces us to chase every mod we would handle in a special way and have to verify every single release or worse even commit against breaking changes, because the NBT data now has a new tag making it incompatible. Or something like data fixers make it pretty trival to rename sjData and just merge it into the top level tags. We'd to basically test a specific mod version, ensures it works under any condition and hard depend on this exact release until we review it again.
Just a constant uphill battle trying to avoid something, which should really be fixed with something better. E.g. things like labels in 1.13 or better item comparisons provided by forge.