[1.12] Priority preprocessor adding/removing recipes in an unintuitive (wrong?) order
MojiRS opened this issue ยท 3 comments
Issue Description:
Script loading doesn't appear to follow the expected/proper priority loading order.
What happens:
In Conduits.zs (priority 100), I add two machine recipes. In Compat\AppliedEnergistics2.zs (priority 99), if AE2 is loaded, I remove and replace those recipes. In-game, the Conduits.zs recipes are present, and I get a warning that the recipes I tried to remove in AE2.zs were not present (implying AE2.zs loaded before Conduits.zs). The especially strange part is the recipes added by AE2.zs are not present, since they should exist regardless of the order the scripts load in.
If I change AE2.zs to priority 101, only the AE2.zs recipes show up in-game (implying Conduits.zs loaded before AE2.zs), and I still get a warning that AE2.zs couldn't find the recipes to remove (even though it presumably did remove those recipes).
What you expected to happen:
When AE2.zs is priority 99, Conduits.zs would load first, then AE2.zs would later remove its recipes and replace them with alternate recipes.
Scripts used
https://pastebin.com/7Hg1PcRm (lines 56 and 104)
https://pastebin.com/a2Nm0UR5
crafttweaker.log file
https://pastebin.com/PiZ1YQNE (AE2.zs priority 99)
https://pastebin.com/31RkEkDY (AE2.zs priority 101)
Affected Versions
- Minecraft: 1.12.2
- Forge: 14.23.5.2854
- Crafttweaker: 4.1.20.574
- Using a server: No
in 1.12 additions and removals are staged, removals ALWAYS happen before additions, regardless of priority (keep in mind, we store the actions till postinit before we apply them), so it is impossible to remove a recipe you added, you should just not add the recipe to begin with.
All other versions of CraftTweaker aren't like this though, since they don't need to be staged at all.
Ah, I see. Thanks for the quick response! In that case, might I suggest adding a note about that to the documentation? (Unless, of course, there already is one, and I just totally missed it.)