SmashingMods / Alchemistry

MinecraftForge mod for 1.12.2+ inspired by minechem.
https://minecraft.curseforge.com/projects/alchemistry
GNU General Public License v2.0
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[Bug] Combiner Stuck when Interface is Not Open #314

Open bcrotty opened 1 year ago

bcrotty commented 1 year ago

I'm playing ATM8 (1.0.18) with Alchemistry-1.19.2-2.3.0. I'm trying to make Reactor Glass, and I have a Combiner that's alternately getting fed SiO2 + PbO or Pb + O using an AE2 pattern provider that doesn't put new ingredients in until the Combiner input is empty.

When I have the Combiner interface open, everything happens as it should, and the Combiner recipe switches back and forth between the Reactor Glass output and the PbO output. When I close the Combiner interface, I think the Combiner is unable to switch recipes, so the current recipe will finish, but then nothing happens. The FE does keep getting used up, but nothing gets output. When I open the interface again it starts the other recipe that I didn't see the previous time.

Catscratch447 commented 1 year ago

I had a similar issue when I tested it with AE2 (same pack with minor modifications, same Alchemistry version), just with the fusion reactor instead. I switched over to using Refined Storage (for lag-related reasons, mainly), and it's working perfectly fine with that, so I'm suspecting it's something to do with the way that the pattern providers insert into the Alchemistry devices, whether that being inserting too fast or whatever it may be.

Curiously, when I was using AE2 to do things, I actually had a similar, but slightly different problem, where occasionally the items would be in the reactor, but even viewing it's interface would not cause it to process - so my guess is it's something regarding how Alchemistry sets the recipe for the devices, and AE2's speed may cause a bit of a problem with that. That's only my assumption though, so definitely could be something else even more technical or something, but just adding in that I've experienced it too, with other devices, and it seems to be something between AE2 and Alchemistry.

Dark-Arcana commented 1 year ago

@Timbroglio can you attempt to replicate this and gather info? I'm not convinced that it's an issue with Alchemistry. But if it is, I can look into a bug fix.

Sudoasroot commented 1 year ago

I got a Similar Issue on the [1.20.1-2.3.0] Version when using Pipez 1.20.1-1.1.3 - when the Pipe inserts the items into the Input if the Combiner - it consumes Energy as it would work, but the progress bar just starts after you opened the GUI, which in combination with #316 crashes the game - After relogin(Server) the full Amount of Input Materials have been sucessfully proceeded and pulled out.

Dark-Arcana commented 1 year ago

I am unable to replicate this issue. Here is the test I conducted:

The combiner does not require having the gui open for it to process.

--

It's possible that there is some issue with AE2. Alchemistry however is using the standard forge item handler and casting the item handler when the capability is requested. It's really the only way to do it. It's possible that AE2 is doing something unorthodox or has some buggy interaction, or that there might be some issue with pipez or anything else. But the issue does not appear to be with Alchemistry.

If anyone can provide more information, a stack trace, or a way to properly replicate this issue that does not require a modpack, that would be great. Keep in mind that I cannot load a whole modpack in development mode. I can load a mod or two to test for compatibility. So if you can narrow your issue down to as few mods as possible and write a step by step way to replicate the issue, I might be able to determine if there is an issue with Alchemistry or some other mod. But it's unlikely that this is something I can fix (especially without more information) because it already works correctly.

Sudoasroot commented 1 year ago

I have retried this today - the actual problem is switching unlocked recipies without opening the GUI. / having the recepie automatically set by the items that have been put to it's input slots. if you set the recipie before, it runs fine for that one recipie.

Steps to reproduce:

Even if the Combiner has no recipie set when it is freshly placed, it will not automatically start with the corresponding recipies. Setting one fix Recipie for one Machine would make automatisation much more complex.

Dark-Arcana commented 1 year ago

Thanks for the info. I will need to attempt to replicate it now with your instructions.

Ishan-Dixit commented 8 months ago

@Dark-Arcana do you know if there is an update on this bug? it is very frustrating to do multiple recipes on a common set of combiners even if i have the correct ingredients in the combiner, it won't start until i open the interface. this makes autocrafting impossible. Please and thank you!