[FEATURE REQUEST] Make Crafting Upgrade trigger on "use" instead of on "empty"
Norcim133 opened this issue ยท 2 comments
Issue description:
Crafting Upgrade is genius but could be made perfect with insight from lean manufacturing.
What happens:
When I run out of empowered oil, say, my crafting upgrade starts crafting it.
Lacking any intermediate components like crystallized oil or refined oil, my process has to wait while each component gets auto-crafted.
During this wait time, my tanks are emptying and any delay (because of conflicting crafting) could result in starving my RF.
My workarounds all add un-necessary complexity (e.g. using detectors or other crafting upgrades for intermediate steps).
What you expected to happen:
To fix, merely trigger crafting when an item is used rather than when depleted.
That means the system is always pulling exactly the amount needed to maintain ongoing energy production.
It has a side benefit that it becomes easier to figure out where bottlenecks are in your system (i.e. because you pull during each use, you now know you need your end-to-end processing to finish before the next item is finished... so you can figure out which steps need to be sped up to make that happen)
Steps to reproduce:
1.Choose long crafting process (e.g. empowered oil on a compression dynamo) and add a crafting upgrade to its exporter
2.Once the dynamo runs out of oil, watch your stored RF drop while you wait for more oil
3.Suddenly, while waiting for new empowered oil, start a job that blocks a later processing step and see how the delay is worse because you were already empty on oil
Version (make sure you are on the latest version before reporting):
- Minecraft:1.16.4
- Forge:
- Refined Storage:1.9.12
Does this issue occur on a server? [yes/no] No
If a (crash)log is relevant for this issue, link it here:
[pastebin/gist/etc link here]
https://refinedmods.com/refined-storage/wiki/keeping-items-in-stock.html
Per this wiki entry, and the linked video, that IS how it is supposed to work. For some reason it's only crafting 1 item and stopping, instead of making the quantity set in the interface.
Honestly, it's fine to use detectors or use something like RS requestify to keep things in stock.
RS can also do it natively with the method describe above.
Making the crafting upgrade also restock the next set - makes the crafting upgrade do a bit too much at once for me IMHO.