[BUG] Couriers don't take out dried kelp from restaurant's inventory
whisper2shade opened this issue · 11 comments
Is there an existing issue for this?
- I have searched the existing issues
Are you using the latest MineColonies Version?
- I am running the latest alpha version of MineColonies for my Minecraft version.
Did you check on the Wiki? or ask on Discord?
- I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.
What were you playing at the time? Were you able to reproduce it in both settings?
- Single Player
- Multi Player
Minecraft Version
1.20.1
MineColonies Version
1.1.470-BETA
Structurize Version
1.0.693-BETA
Related Mods and their Versions
ATM9 modpack 0.2.43
Current Behavior
Couriers won't take dried kelp from a restaurant to the mechanic to pack it for the stonesmelter to make charcoal.
At this point everything is stuck, because the restaurant inventory is full of dried kelp and a bunch of couriers are trying to fill it back with normal kelp, which won't fit.
I have disabled all (i think) the foods that could be kelp related (there is not a Dried Kelp food item), but still nothing. The proces is, that i use charcoal as fuel everywhere except stone smelter. Stone smelter uses kelp blocks to make charcoal and Restaurant dries the kelp.
Expected Behavior
Dried kelp gets taken to the mechanic to make blocks and then to the smelter to make charcoal.
Reproduction Steps
- Have a restaurant lv. 3 with dried kelp recipe and charcoal as an allowed fuel source.
- Have a mechanic with dried kelp block recipe
- Have stone smelter with only dried kelp block as allowed fuel and have him make charcoal
Logs
No relevant log entries found
Anything else?
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There was another report as well, with baked potatoes requested from the postbox (with an assistant cook hired and the recipe taught). The cook stole the (baked) potatoes from the assistant cook, which resulted in all potatoes in the colony being baked, and none of them showing up in the postbox
Testing whether disabling baked potatoes did help was not possible anymore (and I haven't heard back from them later, when they did have potatoes again)
Yeah, I think the Real Fix™ is to let the request system take away food that's part of a crafting chain; the other ideas are just workarounds.
Having said that, AFAIK the couriers currently should only ignore at most one stack of the item, so another possible workaround is to have more than one stack of dried kelp in the restaurant -- one will be kept there as food and any excess is allowed to be taken away for crafting.
The real fix is probably really untangling cook & assistant cook into separate buildings entirely. For starters, they could be small sub buildings with their own dedicated inventory.
The either/or thing wouldn't help, due to the way that the keep lists are structured. Though that's not entirely insurmountable.
Yeah
Or (temporarily) making it an either/or could help (like the miner and quarrier can't work in the same building at the same time)
There are a couple of issues that go both way (assistant cook blocking normal cook and the other way around). These are only really solved by having their own dedicated inventories. And of course, the courier has to know about that.
Dried kelp is itself a food. Couriers don't in general like taking food away from the restaurant. Though there ought to be an exception for things in a crafting chain; perhaps that's not checked at the right spot.
Another option might be to move dried kelp smelting to the stone smelter, although that might be weird for things like sushi where it is used as part of a food recipe.
In the meantime, I think you can fix the behaviour of your restaurant by disabling dried kelp in the food settings; couriers should be more willing to take it away in that case (for new requests). Unless your modpack is changing things, there is indeed an entry for "dried kelp" in the Food settings.
We could always consider moving it to the planter as they are now also responsible for gathering kelp
The planter isn't a furnace user.
Though another workaround is to use an external dried kelp farm (such as the one in the fortress style) that auto-smelts the kelp before it gets into the request system in the first place.
We can always give them that crafting module, doesn't the smelting AI have some kind of fallback in case of no furnaces in a schematic?