
Re-used crafting modules partially revert to old inputs after restarting
StarkRG opened this issue ยท 6 comments
When re-using crafting modules, I'll click to remove the old inputs and output, then put in the new ones. This works perfectly fine until after restarting the game (even just exiting a single player world to the title screen). Any spot that used to have items, but was now left blank now has the old items back.
It's hard to explain what I mean so here's a screen shot:
The old recipe used clay, but I removed that by clicking on the slot to remove it. Then I put in the new ingredient (vibrant alloy ingot) and the output (two vibrant alloy wires). But after a restart, the clay is back, but the vibrant stuff is still there.
I tried to search for an existing issue, clearly I failed. Someone can list this as a dupe. :)
My workaround solution is to use crafttweaker to make a recipe that takes a crafting module as an input and outputs a new crafting module.
How did you set the recipe in omnifactory logpipes.zs? recipes.addShapeless....?
I created a new script so I can copy it over if/when the pack updates. The line I used is:
recipes.addShapeless("Erase Crafting Module",<logisticspipes:module_crafter>,[<logisticspipes:module_crafter>]);
Thank you very much! I will do that too right now!
edit: I followed your lead and made a new script. worked perfect. now they stack again. /cheer
edit2: I made myself another entry. Those modules do not stack anymore if you only look at them :)
recipes.addShapeless("Erase Active Supplier Module",
<logisticspipes:module_active_supplier>,
[<logisticspipes:module_active_supplier>]);