Applied Energistics 2

Applied Energistics 2

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AE2 - Project E Ph.Stone

fmohican opened this issue ยท 7 comments

commented

Description

AE2 "store" item that doesn't use.
I made an pattern for diamond with 1 emerald can craft 2 diamond (using Ph.Stone from ProjectE). So as example via one recipe (i mean only one patter) to make 50000 diamond from 25000 emerald, ME store ALL Ph.Stone and use only 4 (cuz 1 interface have 4 molecular assembler), and shorty when i want to make other craft recipe i have to wait till 1st craft end, due no Ph.Stone

2018-03-09_14 07 16

Environment

  • its Dedicate Server, yes i have full root access
  • its same version on both, client

and server

  • yes it's happens with other recipe that use Ph.Stone

  • Minecraft Version: 1.12.2

  • AE2 Version: rv5-stable-9

  • Forge Version: 14.23.2.2624

commented

Depending on how they did implement it, we might simply not be able to correctly detect any loop.

Storing all required items for a job in a cpu is simply by design.

commented

yeah, but basically the system just uselessly store items and as in this case with PH Stone, the system keeps busy 11 PH Stone that could be used for another crafts

commented

That it's the problem the CPU store item uselessly, as you can see from screen capture I gave, the system store all ph. stone and use only 4.
OK. I will make a video about it, to see exactly what i'm talking about.

commented

i just tested this with pams harvestcraft and know what you mean .... @yueh can you explain in short why the crafting CPU pulls more than one of the reusable items?

i tested it with a kitchen knive(pams harvestcraft), it does not get damaged during crafting and acts like a catalysator and does not get consumed, is there a particular reason why the crafting pulls ALL available kitchen knives from the storage where it only requires one? i mean it's not a real bug imho but kindof annoying when you can only craft one thing using this catalysator even when you have 10 in your system

commented

@yueh ... isnt anything to fix?

commented

there is nothing to fix, the design descision was to store all items used for crafting in a crafting CPU to make it impossible to get stuck during crafting due to loops in the recipes

you can still get stuck, if you remove the items from the crafting apperatus before it is fed back into the ME syxstem, because the system is missing the information that an item of that type has been inserted