MineColonies

MineColonies

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breaking the recipe cap of sawmill

xXAnoHitoXx opened this issue ยท 6 comments

commented

Prerequisites

  • I am running the latest alpha version of MineColonies and Structurize for my Minecraft version.
  • I checked the MineColonies/Structurize wiki and made sure my issue is not covered there.
  • I made sure that this issue is not a duplicate of any existing issue.

Context

  • Minecraft Version: 1.16.5
  • MineColonies Version: 0.13.690-ALPHA
  • Structurize Version: 0.13.148-ALPHA
  • Related Mods and their Versions: none

Expected behavior

the number of recipe saved should be under the cap.

Actual behavior

the feature where the recipe for timber frame around wooden center is automatically added
to the sawmill ignore the total number of recipe the saw mill have.


2021-03-09_18 42 49

Steps to reproduce the issue

  1. Fill a saw mill completely with recipes, including a mix of player made recipe and auto generated ones, using a variety of wood types
  2. remove one or more of the auto-generated recipes to bring down the total number of recipes
  3. quickly add new recipes before the game updates and re-add those auto-generated ones
  4. close out the menu, wait a bit, open it again and you break the cap of recipes

Logs

  • latest.log:
  • crashlog:

Notes


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commented

submitting another report for the recipe visual display

commented

Are you still seeing this in the most recent versions? There were several things wrong that could have caused this behavior that have been fixed recently.

commented

The auto recipes being able to break the cap is somewhat intended, since there are buildings where there are more auto recipes than there are recipe slots. It could perhaps be a little better at not letting you exploit that, but it's only a very narrow window of time.

The mixed up visual displays were recently fixed, so as Mekle said they should no longer be an issue.

commented

if is is intended, wouldn't it make more sense to not have the auto-generated recipe affect the total recipe counts at all, since it'd then be a proper feature oppose to a janky hoops hopity?

also it's still around in the newest version.

commented

There are several things here.

  1. We have cases where we ignore the counts entirely. A level 1 lumberjack has 4 recipes which breaks the limit, but you can't teach it recipes, so it really doesn't matter.
  2. Sometimes, the recipes DO need to count against the limit. Timberframes particularly. They are intended to replace something that already is there. (There was a bug where they were getting triggered to be added inappropriately, now mostly stomped)
  3. We don't currently have a way to indicate that there are not-yet added recipes, so we can't block adding auto-added recipes currently.

This isn't even getting into the complexity of how we track that a recipe was auto-added if it happens to be improved (cost reduced) as it isn't even the same recipe anymore.

commented

Dev, maybe make a different tab for custom recipe and recipes added by the hut?
It's like a bonus, and it shouldnt add to the count