Integrated Dynamics

Integrated Dynamics

63M Downloads

Make round-robin setting take interface priorities into account

Jack-McKalling opened this issue · 1 comments

commented

Issue type:

  • ➕ Feature request

Short description:

When you round-robin an item importer, it currently explicitly ignores all priority settings. It also explains this in the tooltip for the setting. However why does this need to be like that? It could also attempt to round-robin over just the highest priority values available.

If the player didn't set any priorities, all will be zero and thus all will be at the highest value, and so all would be accounted for. However if the player modifies one item interface to a lower priority because they want that destination to be used only when the higher priorities are no viable destination, then this priority value has no effect. It is counter-intuitive that the priority setting only has functional behaviour depending on whether the transfer is not using round-robin mode (which is at a different location).

This applies to using round-robin mode on item interfaces used by importers as well as those used by exporters.


Example:

You setup 3 chests connected to item interfaces, these count as your storage network.
And an item importer somewhere else for the input.
You set one interface to priority -1, because that's your overflow and the others are left at default 0 because you want to use both equally.
But since you want to use both equally, you set the importer to round-robin. However this will also transfer a third of the total to the overflow since it ignores priorities currently.

commented

Thanks for the suggestion!