Creative Watering Can cannot craft, creative flux capacitor cannot automate
Solousia opened this issue ยท 6 comments
Pack Version:
1.2.2
Description:
Creative watering can cannot craft even when manually place it. flux capacitor cannot autocraft into higher tier using ME.
Expected Behavior:
can be craft, automate or manually.
Steps To Reproduce:
manually place it into the crafting grid does not work
flux capacitor cannot automate as it keep require basic one.
Screenshots:
No screenshot...
The issue with the flux capacitor is an issue between Thermal and AE. At a certain tier, I believe it is the signalum ones, the flux capacitors will not want to craft with or without substitutions when used in AE patterns. Before this tier they work fine in the patterns. We have tried several ways of resolving this without any success. However, the flux capacitors will craft perfectly fine in an external crafter such as the XU2 one. So a solution to the flux capacitor issue is to use an external crafter for all capacitors higher than the tier that keeps on erroring.
Before 1.2.2 there were NBT mismatches from custom CraftTweaker recipes that resulted in creative recipes not working properly with items as-crafted. I corrected these issues and extensively tested the creative recipes for 1.2.2 to ensure all creative items can be autocrafted from scratch.
We are aware of the issue with AE2 refusing to autocraft a few items in its molecular assembler, namely the signalum and resonant flux capacitors, and a couple of the higher tier Jetpacks from SimplyJetpacks (I think it's the ones themed after Thermal Expansion). As far as I can tell, this is not a mistake on our part but a bug in AE2; it just completely refuses to craft these valid recipes in Molecular Assemblers.
ALongStringOfNumbers's suggestion to convert it to a processing pattern and have an external automatic crafting table make these few items is the only known method of working around the problem.
AE2 has this immediately-closed issue, with a long discussion thread afterwards discussing this exact kind of problem.
AppliedEnergistics/Applied-Energistics-2#4375
For me, I managed to half-manually half-AE craft the first of four creative flux capacitors, moved everything into place in the 9x9 crafting table and it won't let me take it out of the crafting table. If I tell the automation thing to record the recipe it comes up blank as well. I am using the older version of the pack and have merged in your script updates into it. Any suggestions?
My first suggestion would be to update the pack properly, since you're bound to have issues from merging stuff.
I had issues with crafting creative watering cans myself, which had to be resolved by filling the cans with water, then emptying them, and cycling the mode, to ensure that the NBT tags matched the recipe. Not ideal and quite tedious, but unfortunately these recipes can be incredibly strict.
Creative flux capacitors weren't as difficult. Though they didn't show in the output slot, it could be removed from it, completing the recipe.
As a side note, Molecular Assemblers themselves have no issue crafting higher tier flux capacitors. Putting a crafting pattern in one, and pointing an interface at it with the respective processing pattern works fine, and may be more convenient than mechanical crafters.
I cannot update because of a biome-id issue caused by the updated advanced rocketry in the update (my world was made using the Biome Bundle which I added to the pack). So I've had to merge pieces manually which so far has worked to solve a number of crafting issues. I'm just stumped on this one.
Updated: I shut the world down, brought it back up again, placed the infinity catalyst from my inventory into the center of the grid and before I could grab the creative flux cap, it disappeared. So even though nothing is showing in the automation interface, the recipe is "there". And it did end up in the AE system, though the AE system didn't recognize the craft completion.
So at least I can proceed even if it's awkward.