Applied Energistics 2

Applied Energistics 2

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Blocking mode doesn't work with Thermal Expansion machines

Opened this issue ยท 4 comments

commented

Describe the bug
As the title says, when queuing a crafting job for a stack of glass, only one of the furnaces is used, instead of all furnaces concurrently. Each furnace is set to have input/output face the interface. The crafting CPU is 3x2x1 ( W x H x D ), consisting of 1x crafting unit, 2x co-processors and 3x 4k crafting storage units.

To Reproduce
Create the setup mentioned above, insert a processing pattern for sand->glass into the interface, queue a large crafting job for glass. All AE2 devices are connected to the same Glass Fluix Cable; which is connected to one side of the ME Controller.

Expected behavior
Sand is inserted into each furnace one-at-a-time to allow parallel processing for maximum speed. This is however not the case. Instead, all sand (up to 64) for one job is shoved into one furnace.

Additional context
image

Environment
This bug occurs in SP and MP.

  • Minecraft Version: 1.12.2
  • AE2 Version: rv6-stable-3
  • CoFH Core Version: 4.6.1.22
  • Thermal Foundation Version: 2.6.1.22
  • Thermal Expansion Version: 5.5.2.39
  • Forge Version: 14.23.5.2772

EDIT: The processing pattern was created with one sand in the centre of the 3x3 crafting grid, outputting 1 glass to the centre of the 1x3 output grid. Not sure if this is relevant.

commented

This is pretty much a limitation on how we are able to detect a busy machine and many mods lately make it pretty much impossible to use.

The only reliable option would be that Forge adds something to signal that a tileentity/machine is working. Which most likely won't happen, because it would make it too easy and reliable for modders to improve the QoL for players.

commented

The only current acceptable fix (though probably still too dirty) I can see is using this function.

As in:
if getScaledProgress( 1 ) > 0 then machine is busy

Or if processRem is somehow accessible checking processRem > 0 instead.

commented

If you can convince every mod out there to use this class as base tile entity, we can use it. Otherwise no.

commented

Hence I said why it's probably still too dirty of a "fix". What I don't understand is that I remember this bug not existing a while back in a modpack running 1.7.10; though whatever has changed in the major versions of any of the related mods probably "broke" it.

Secondly, as a fellow programmer I understand the frustration, but giving off these vibes to users who are simply reporting a bug and attempting to help, is not a desirable trait. Just a word of advice, no offense intended.