BuildCraft|Core

BuildCraft|Core

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Gate can't detect IC2 Reactor contents

Flexico opened this issue · 22 comments

commented

When i have a gate next to a reactor, even if the inventory is full, the "inventory full" option doesn't respond. I've tried it on reactors with 0 extra chambers all the way up to the maximum 6 and it never works.

Same issue on both BC 6.1.7 and 6.0.18 with IC2 2.2.650

commented

Hello @asiekierka, i can see that it's been over a year since this problem was mentioned, but it's still not working.
I know it's probably as much IC2's fault, but this is the only thing keeping me from fully automating my reactors.
the problem is that the neutron reflectors i use in the reators just vanish, when used up, otherwise i coud just pull them out, and send a detection signal, but i really need to know when they disapear, and there is space in the reactor...
I'm not sure if it's only bugging in the fluid reactors..
Anyway, i just wanted to mention it :)

commented

Use my Pipe Additions mod. That allows you to control slots specialy. I suggested that to BC but asies answer was: Nope...
@M111C

commented

@Speiger
Cool, thanks a lot :D

commented

@Speiger Hey, I can't find your mod on here. I was going to report a problem on Buildcraft forum, but it's gone 502...

commented

Fixed.

Dnia 10 lis 2015 o godz. 11:52 M111C [email protected] napisał(a):

@Speiger Hey, I can't find your mod on here. I was going to report a problem on Buildcraft forum, but it's gone 502...


Reply to this email directly or view it on GitHub.

commented

@asiekierka
oh, cool. Is the update released yet, and what is the excact version?
I'll be happy to test this out.

commented

Oh, sorry, no. The forum is the thing fixed.

Dnia 10 lis 2015 o godz. 13:15 M111C [email protected] napisał(a):

@asiekierka
oh, cool. Is the update released yet, and what is the excact version?
I'll be happy to test this out.


Reply to this email directly or view it on GitHub.

commented

should be no problem with the new inventory capabilities

commented

I'm using BC 7.1.17 and IC2 Experimental #825 and it works now! Just to clarify. ^^

commented

@AEnterprise did you test that with IC2 Exp? If not then its not fixed.

commented

not personaly no but i have a friend who uses a gate on FTB infinity evolved skyblock to automate his reactor

commented

@AEnterprise does that include a FullReactor or a Partially build reactor?
Also there are differences between classic & exp inventories...

commented

i duno i'll ask but the pack uses ic2 exp

commented

should be fixed

commented

Yeah thats an IC2 bug in combination with a BC Bug. As far as i know BC gates also count the Stack count. Correct me if i am wrong. If i am wrong this here make no sence anymore,

Because IC2/IC3 reactor items can be stacket now the BC gates do not see that anymore as Full.
Try also is inventory Empty.
If that returns true then IC2/IC3 is bugging that. But if that is also wrong check, contains item.

commented

@Flexico - I suspect this might be an issue with how IC2 organizes inventories. I'll call someone about it...

commented

In my past experience, a gate would register an inventory as "full" if there were no empty slots left, even if existing slots were not completely filled. I tried "Inventory empty" and "inventory has items" and those seem to work properly; although "Space in inventory" is always active.. It must have something to do with the new quasi-stackability. Although, it still doesn't work when the reactor is full of nothing but coolant cells, which never stack at all. I dunno.

It should also be noted that vanilla comparators do not seem to recognize the reactor's inventory at all.

Oh yes, I also found that sometimes, a gate placed next to a Mass Fabricator will give options of "Has Amplifier" and "No Amplifier," but most of the time, those options are absent. I haven't been able to work out just what circumstances make the difference.

commented

@Flexico - have you tried whether placing the gate before the fabricator and the fabricator before the gate gives any difference?

About the Inventory Full thing, I will look into the behaviour for 6.2.0.

commented

The fact that Space in Inventory (without any parameters) only looks at empty slots is a very important mechanism. Item travel time in the pipes and any delay in wire signals would otherwise make the trigger useless. If "Space in Inventory" comes inactive when the inventory is completely full instead of when all slots have an item, then all items already in the pipe will be lost.

Anyone that has used BuildCraft for any amount of time should be able to see this. Changing this would ruin almost all my systems. It is an essencial mechanism.

When it comes to interaction with more complex machines it is prefered that those machines add their own triggers. The reactor might not even have a normal inventory (I don't know).

commented

Weird, I found that if I place an extra piece of cobblestone structure pipe next to the one that has the gate on it, the amplifier options re-appear. Ah well, as long as it works I guess!

Yes, I agree completely on the "space in inventory" point. When I use a gate on something like a furnace, it works properly. The gate sends a signal that there's space until the first item gets there, then turns it off, leaving room for the items still in the pipe. It just doesn't work on reactors.

commented

hmmm maybe IC2 has hidden slots which BC can detect even if it should not be.

Short question. Does BC gate option in 1.7.10 accept ISidedInventory? I mean does it ignore it or does it use that? Because if they do not accept it then this could be an problem.

commented

Ok i checked the Gate code for that (the Is Inventory Full) and you made it really interesting. This code is not really readable. At least for me. I understand what it says but you always compare the old with an new value. It seems good but i would use an counter. that makes things more clearly instead of overriding always the old result.
That also allow to check if a special amount of slots is free. ^^" What do you think @asiekierka ?

Also another question. After Checking code again. When you said that the gate checks only if there is space why do you then check if the arguement is null if the items matches and the item stack size is smaller than the max stacksize? That does not even make sence. As more as i read it it makes less sence. At least to comparing with that what you guys tell about the functionallity.

because if we go through code the argument that overrides the Found Space variable ask first if the item inside is null, if not then its asking if the item matches the searching one and if the item is not at his max stacksize. So that would be a false, false, true which would be an false, after that he simply checks for if you search for an item. It does not make sence. Again at least not for me.