[Feature Request] Threshold Switch "respect/ignore data" and "respect/ignore filters" buttons
steve-the-player opened this issue · 0 comments
Describe the Suggestion
If a threshold switch is reading a chest containing multiple list/attribute filters with different data, and you put a blank filter on the threshold switch, it doesn't register any of them except for the blank ones in its output. It's behaving like the respect data option is stuck on.
In addition, using a list/attribute filter on the switch wouldn't actually look for things matching the filter, even with respect data enabled, so this would require a button for whether the switch should look for filter items, or items matching the filter.
This could be done pretty easily with a 3-state toggle, since the combination of ignore data and respect filters wouldn't work well. Ignore Data→Respect Data→Respect filters
Screenshots and Videos
(Screenshot showing the demo setup to show it's not user error, and also there's plenty of room there on the GUI for a few more buttons)
Using a blank filter as the input, it doesn't register the filters with data
Using a filter set to vegetables
Switch is behaving like it is in "respect data mode". If it was in "ignore data mode", the small chest's lamp would be lit. If it was in "respect filter mode" the large chest's lamp would be lit
Additional Context
Bonus round!
(on the left side) What I currently have to do if I want all 17 items in the c:vegetables tag to link up to a single redstone link, a massive AND gate, vs what it should be (right side, non-functional).
If for any reason something were to be added or removed from that tag, because the modpack changed something slightly (which can happen at any time, especially in singleplayer), I would have to go in and rebuild the entire thing. And c:vegetables is relatively small. The attribute "is furnace fuel", for example, has over a hundred just from vanilla and baseline create. Any mod that adds a new type of wood adds over a dozen items to that attribute on its own, not counting mods that add new burnable wooden items. That is definitely a tag that I use frequently to shut things down if my systems are unable to keep up with the fuel demand, but I do NOT want to build a massive databank vault just to deal with that.
Dealing with it manually, as I have here (as a temporary quick-fix, but one that still took 20 minutes to set up), doesn't scale up, and is completely untenable.
Let's say that for some reason, my charcoal farm breaks. As a fallback, my power plants will pull anything in the "is furnace fuel" category from my storage and feed it to the blaze burners, hopefully preventing major systems from shutting down. The first fuel item in storage is lava buckets, which it tears through quickly. After a while, it eats my entire supply of bowls, brown mushrooms, and bamboo, then runs out of things to burn. All of a sudden, out of nowhere, everything stops. In order to restart my systems, I have to sacrifice a large number of planks I had reserved for a building project.
Being able to use Threshold Switches to check the "is furnace fuel but not building blocks" attribute filter would enable me to set up an early warning system with redstone links, that would alert me I was low on fuel, then start turning off unnecessary machines and systems. Nobody wants to find out that fuel that could have been used to keep more vital systems running was instead brewing lingering potions of night vision or powering a banner factory.