Silent Gear

Silent Gear

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Salvager Processing Issues

RacerDelux opened this issue ยท 9 comments

commented

Versions

silent-gear-1.21.1-neoforge-4.0.6 release on October 20, 2024

  • Silent Gear: 4.0.6
  • Silent Lib: 10.3.0
  • NeoForge: 21.1.72
  • Modpack: ATM10
  • Optifine Installed: No

Expected Behavior

When I put an item in (lets take an iron sword for example), when it finishes, I expect it to output the materials in the output section. If I put another iron sword in, I expect it do the same. I shouldn't need to clear the output to process another item.

Note, while this bug is dealing with two items of the exact same type, similar behavior is seen for ANY second item. I would think that I should be able to continuously process items of any type until the output is full?

Actual Behavior

The first iron sword processes just fine. The second iron sword gets processing progress, then stops when it reaches the end. If I remove the materials given by the first iron sword, the progress resets. After it finishes processing, the salvaged materials appear in the output.

Steps to Reproduce the Problem

1, Put an iron sword into the salvager. Once it is done, without removing anything from the output, put another iron sword in.
2. The 2nd iron sword will never finish processing until the output is cleared. When you clear the output, the progress of the 2nd iron sword is then reset.
This is 100% repeatable.

commented

Someone on Discord also mentioned the salvager not working with item pipes from the Pipez mod. While not technically the same issue, I'm logging it here since it's kind of related. The salvager's inventory code just needs a general overhaul.

While doing the overhaul, would it be possible to make it so if an item is inserted that can't be broken down, it will be ejected out one of the sides? Like the bottom.
So item insertion - front or top
Item removal (deconstructed materials) - back, left or right
Item rejection - bottom

commented

I would be a-ok with that. I can still give it a high priority in pipes, and it would just skip anything not compatible.

commented

I think it would be better for the input slot to not even accept items that can't be processed.

commented

Someone on Discord also mentioned the salvager not working with item pipes from the Pipez mod. While not technically the same issue, I'm logging it here since it's kind of related. The salvager's inventory code just needs a general overhaul.

commented

I just started looking at why i was having this same issue. nothing but hoppers works on the salvager. i also have the item stop and restart issue. my way around it currently is hoppers connected to my ae network going in to salvager then i have a hopper on the bottom removing items and then its connected to ae network also. some of the updates that was suggested above would be a welcome addition.

I would love to have some kinda pipe that works over hoppers.

commented

I noticed it used to work with sophisticated storage's hopper modules in chests and barrels above and below it, but now nothing. so something is definitely busted between 1.21.1 and 1.20.x.

commented

Ok its sophisticated storage's problem. Had same issue with mud in a sugarcane farm. Vanilla hoppers work fine on mud into Sophisticated Storage's barrels and chests. Its hopper module/advanced hopper module does not work.

commented

He told me that he never intended for hopper modules to grab item entities. Yet this is not item entities with the salvage block, so I guess we're back to square one.

commented

He told me that he never intended for hopper modules to grab item entities. Yet this is not item entities with the salvage block, so I guess we're back to square one.

Currently the Salvager doesn't have an inventory when it comes to modded items. All mods have the same issue, AE2, Refined Storage, SFM etc. From his comment above, he plans to rework this in a future update.