GregTech CE Unofficial

GregTech CE Unofficial

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Programmable Circuit for Coil Blocks

0xC4DE opened this issue ยท 8 comments

commented

GregTech CEu Version

N/A

Related Problem

When CEU is used with gregicallity, you can have several fluids in an assembler multi. When one puts enough rubber in the craft a coated cable, then tries to make a coil block, the cable recipe is preferred. This can create some weird recipe conflicts. The one I'm interested in right now is the coil multiblock.

I cant imagine another scenario where this would happen in normal Gregtech, though.

Your Solution

Add a circuit requirement for all coil blocks, say 8, or something. This will prevent recipe conflicts with cables. This might technically be a gregicallity issue, but since this mod is rarely used without it, I don't see the harm in it.

(Blame integer if this should be a gregicallity issue)

Additional Information

I've had a couple people tell me they wouldn't mind a coil circuit recipe, I personally am not a big fan of when assembler recipes don't have a circuit, as potential recipes conflicts are more likely.

commented

Please :)

commented

agreed, tho 8 may be used for 8x wire, it'd better be something free, like 5-7 or whatever

commented

I think Circuit 5 would work pretty well.

commented

Speaking of there has to be a well defined mathematical method to determine recipe conflicts. There exist a few small ones but they could be better detected with a simple resource matrix by circuit type

commented

That matrix would probably take up a decent bit of memory, though.

commented

This would only exist to throw warnings at build-time

commented

I thought I was the only one who stored fluids in random machines. I'm too lazy to build an actual fluid tank. laughs sheepishly
Why is there rubber in the assembler, anyway?

commented

Actually, circuit 8 seems to be used for (at least ULV and LV) machine casings.