Open 0xC4DE opened 11 months ago
Please :)
agreed, tho 8 may be used for 8x wire, it'd better be something free, like 5-7 or whatever
I think Circuit 5 would work pretty well.
Speaking of there has to be a well defined mathematical method to determine recipe conflicts. There exist a few small ones but they could be better detected with a simple resource matrix by circuit type
That matrix would probably take up a decent bit of memory, though.
This would only exist to throw warnings at build-time
I thought I was the only one who stored fluids in random machines. I'm too lazy to build an actual fluid tank. laughs sheepishly Why is there rubber in the assembler, anyway?
Actually, circuit 8 seems to be used for (at least ULV and LV) machine casings.
GregTech CEu Version
N/A
Related Problem
When CEU is used with gregicallity, you can have several fluids in an assembler multi. When one puts enough rubber in the craft a coated cable, then tries to make a coil block, the cable recipe is preferred. This can create some weird recipe conflicts. The one I'm interested in right now is the coil multiblock.
I cant imagine another scenario where this would happen in normal Gregtech, though.
Your Solution
Add a circuit requirement for all coil blocks, say 8, or something. This will prevent recipe conflicts with cables. This might technically be a gregicallity issue, but since this mod is rarely used without it, I don't see the harm in it.
(Blame integer if this should be a gregicallity issue)
Additional Information
I've had a couple people tell me they wouldn't mind a coil circuit recipe, I personally am not a big fan of when assembler recipes don't have a circuit, as potential recipes conflicts are more likely.