Divine Journey 2

Divine Journey 2

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Problems with Fluid Tanks and Pressurized Fluid Tanks

KleinGrrmpf opened this issue ยท 6 comments

commented

Modpack version:
Beta-0.1

Description:
Since you changed that you always get configured tanks when crafting, things broke.

  1. The Fluid Tank needed to craft the Pressurized Fluid Tank is unconfigured, so even newly crafted fluid tanks in the ME sytem are not pulled into the crafting grid and autocrafting is not possible either.

  2. In the recipe, the NBT data on the resulting Pressurized Fluid Tank says Capacity:32000 although the tank only has 16000 capacity, but when you craft it, you only get a tank whose NBT says Capacity:16000

  3. Recipes requiring a Pressurized Fluid Tank are inconsistent. Some need configured Tanks, some don't. And whenever they need configured tanks, the NBT requirement is always Capacity:32000 even though you can't get that because when actually crafting the Pressurized Fluid Tank, the NBT always says Capacity:16000 (see 2.)

  4. Recipes requiring a normal Fluid Tank are also slightly inconsistent. The all need correctly configured Fluid Tanks except for the recipe for Pressurized Fluid Tanks and the recipe for Galacticraft's Fluid Tank.

A list of inconsistent (Pressurized) Fluid Tanks follows:

Recipes containing Fluid Tanks that are not yet configured:
Pressurized Fluid Tank (Configured), (EnderIO)
Fluid Tank, (Galacticraft Core)

Recipes containing Pressurized Fluid Tanks that are not yet configured:
Lava Factory Controller, (Actually Additions)
Ring of Liquid Banning, (Actually Additions)
Blood Letter's Pack, (Blood Magic: Alchemical Wizardry)
Coat of Arms, (Blood Magic: Alchemical Wizardry)
Ender Infuser, (Extra Utilities)
Empty Canister, Galacticraft Core)

Recipes containing Pressurized Fluid Tanks that are wrongly configured (Capacity:32000 instead of Capacity:16000):
Sewage Composter, (Industrial Foregoing)
Animal Sewer, (Industrial Foregoing)
Lava Fabricator, (Industrial Foregoing)
Biofuel Generator, (Industrial Foregoing)
Fluid Pump, (Industrial Foregoing)
Fluid Dictionary Converter, (Industrial Foregoing)
Electrolytic Separator, (Mekanism)
Basic Gas Tank, (Mekanism)
Shape Card (Pump), (RFTools)
Shape Card (Placing Liquids), (RFTools)
Liquid Monitor, (RFTools)

Steps to reproduce:
Open the uses for Fluid Tanks and Pressurized Fluid Tanks and check for inconsistencies

Expected behavior:
All recipes should pull the correct tank into the crafting grid when crafting and all recipes should contain the correctly configured fluid tanks.

Screenshots:
This is what the recipe shows:
grafik

This is what you actually craft:
grafik

Additional context:
Hope this helps with figuring out the Fluid Tank situation.

commented

On the same note, check for any quests rewarding Fluid Tanks. For example the quest "Just don't Vat yourself!" in chapter 10 gives you two unconfigured Pressurized Fluid Tanks.

When claiming that quest, the fluid tanks also did not configure themselves in my inventory as Rammy said they do. When I put them into the ME System and then put them into the crafting grid/my inventory, they did configure themselves though.

commented

Reverted the change I made two days ago, and instead added another recipe for the Pressurized Fluid Tank that crafts with the base configured tank. Maybe it'll work this time?

Also changed the Vat quest reward to give configured Pressurized Fluid Tanks.

commented

I changed the NBT transfer for the Pressurized Fluid Tank so now it awalys sets the 32000 mB limit, maybe this will do the trick. Hopefully.

commented

So, I tested the Tank situation a bit and came to the following conclusions:

  1. Starting of with some ME stuff:
    If you try to make a pattern for the normal fluid tank, while it lets you encode the pattern even though it doesn't even show an output, the encoded pattern says it is invalid. The recipe however is correct and the pattern even says that it crafts a Fluid Tank. This might be because the output has NBT data. However, if you put this invalid pattern into an interface, you can craft unconfigured Fluid Tanks, so even though the pattern says it is invalid, it works.
    But, if you want to make a pattern for the configured Pressurized Fluid Tank using the unconfigured normal one (as it is shown in the recipe), even though the Pattern Terminal lets you encode the pattern, you can't craft the tank. You can encode the pattern and it shows the correct ingredients and output, but if you put that pattern into an Interface, the Pressurized Fluid Tank doesn't show up in the craftable section in the ME Terminal. What happens is that the ME thinks that the recipe for the Pressurized Fluid Tank produces a normal tank... See screenshots below for a better understanding:

This is the only pattern in the only interface on my ME System. It is clearly encoded to craft a configured Pressurized Fluid Tank:
grafik
Btw, it doesn't matter if I have substitutions on or off.

However, in the "craftables" section in th Terminal, only the normal fluid tank shows up (the unconfigured one that is used in the recipe):
grafik

When I try to craft one of these wrongly shown normal Fluid Tanks, I get this screen:
grafik

Encoding a pattern to craft the normal Fluid Tank, I get this invalid pattern, which shows a correct output and correct inputs:
grafik

This pattern is also craftable:
grafik
After crafting, they are put into the ME System unconfigured, so they could, in theory, be used further by the system to craft other items that need unconfigured Fluid Tanks.

As a side note, when creating the pattern for the Pressurized Fluid Tank, if you use a configured normal tank, the terminal shows you an output but it doesn't let you encode the pattern. This is different with other items. When I created a pattern for the Vat, it let me encode the pattern both times. When using unconfigured tanks and when using configured ones. It also crafted with both of them depending on what pattern I used. When using unconfigured tanks in the pattern, it would craft those tanks and then craft the vat with the newly crafted tanks. When I used configured tanks in the pattern, it would use the configured tanks from the system to craft the Vat. And it did craft them both times.

  1. Some non-ME stuff:
    You can't craft Pressurized Fluid Tanks manually anymore. This is because they require unconfigured normal Fluid Tanks. These however become configured as soon as they are in your inventory or the ME Crafting Terminal. The output item is still correctly shown in the crafting grid but you can't take it out of the grid. In the ME Crafting Terminal, you can't take it out entirely and in the Crafting Station it snaps back a few ticks after you took it out (this might be due to lag however).

  2. Something that I also noticed:
    When you manually craft normal Fluid Tank and put it into your inventory, the unconfigured output becomes configured (we've been this far, though I don't know why that happens). But, if you put that tank into the ME System without placing it down first, it becomes unconfigured again in the ME System and stacks onto the stack of the unconfigured Fluid Tanks. To me this looks a lot like the tank isn't actually configured in your inventory. And taking out multiple tanks out of the ME System doesn't actually configure them. The same thing happens when you craft multiple of them manually. There's one thing that makes me think even more that the tanks aren't actually configured in your inventory: When you have a newly crafted tank in your inventory (which says that it is configured) and you shift-craft another one manually, they don't stack at first. However, when you reopen your inventory, you first get a little visual bug (the stack where the configured Fluid Tank was previously now has two tanks that are both not configured and the slot where the new Fluid Tank seemingly went when you shift-crafted it, still holds a configured tank), but when you click on the single configured tank, it disappears and you only have the two stacked unconfigured tanks in your inventory.
    Something similar happens when you try to stack two "configured" tanks. When you split up a stack of two Fluid Tanks (which aren't configured in a stack of more than one), both new stacks become configured. And when you restack them into one stack again, the become unconfigured again.

  3. Conclusion:
    From what I have experienced now with the non-ME stuff and the manual crafting, my best guess is that the "configuring" doesn't actually take place server-side but only client-side. This explains the weird stacking and manual crafting. I cannot tell if this also explains the weird ME autocrafting behaviour but that is what it feels like to me.
    Why this happens, I have absolutely no clue, but I hope that his helps you in trying to find a solution to fix this at least a bit and to the point that the manual- and autocrafting of normal and pressurized tanks works again.

commented

I tested it after your many changes a few days ago and it works like a charm now.

commented

The basic tanks now all craft configued:

recipes.addShaped(<enderio:block_tank>.withTag({"enderio:data": {tank: {Empty: "", Capacity: 16000}}}),
[[<thermalfoundation:material:352>,<immersiveengineering:metal_decoration1:1>,<thermalfoundation:material:352>],
[<immersiveengineering:metal_decoration1:1>,<ore:blockGlass>,<immersiveengineering:metal_decoration1:1>],
[<thermalfoundation:material:352>,<immersiveengineering:metal_decoration1:1>,<thermalfoundation:material:352>]]);

There is no other recipe for them, so I'm not sure why AE2 would yield an unconfigured one. Can you test on the newest version as well?