McJtyMods / RFToolsControl

RFTools Control is an addon for RFTools adding a programmable logic block
MIT License
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[1.16.5] Autocrafting bugs #179

Open Deepresonance2021 opened 3 years ago

Deepresonance2021 commented 3 years ago

Issue description:

There seems to be some bugs in rftools control for 1.16.5 regarding recursive autocrafting.

The product that is ordered is marked as "ok" in the crafting station, but is not delivered there (yes, i specified the correct slot in the processor for the result). If it is a product that requires several steps, there will be ingredients left in the workbench crafting grid, without a finished product, but also in this case the product is marked as delivered "ok" without error.

It is also not possible to put a storage control screen module in the processor so that you can take advantage of a storage scanner in autocrafting. Possibly this has not been implemented yet, but this also did not work in 1.15.2.

I use the same setup, program and parameters that i know worked in my 1.12.2 world, but had to take into account that I could not use the storage scanner.

Steps to reproduce:

Versions:

Possibly incompatible mods and versions:

Relevant logs, if any:

The--Captain commented 3 years ago

Inability to insert a storage control screen module in a processor has been fixed in 1.16-4.0.9.

AFAIK, crafts in the crafting station are marked OK by a craft complete opcode; it has little to do with success or failure of your program - your code is probably reaching the end (and marking the craft finished) by assuming success on a failed step.

I am currently noticing failure to return the proper result in 'get ingredients smart' opcode, but only in conjunction with a storage control screen module.

The--Captain commented 3 years ago

Can confirm 'get ingredients smart' opcode fails completely (i.e. always returns zero) when using a linked storage screen module as the relevant inventory. Also can confirm that 'get ingredients smart' opcode malfunctions when using a physical inventory (e.g. chest, modular storage, etc), but in a different manner. 'get ingredients smart' returns zero if there is at least one of each of the necessary ingredients. In essence, it is failing to count that the the necessary number of ingredients are present. E.g. If you try to craft a chest, and you have no wood planks in the referenced inventory (but have a recipe for planks), it will correctly return nonzero, and craft four planks (but not eight, which makes sense, given this bug). However, if you have at least one wood plank, it will return zero, even if you don't have enough planks [8] in the inventory, and it will not request additional crafts for planks (obviously).