Open MrRedstoneToGo opened 8 months ago
This is working as intended, while it would be better to display the approximate equality there really isn't that much space, and crafting a recipe tree with chance doesn't make a ton of sense inherently.
It's just a bit annoying. If I wash soul sand, the number in this mode just decreases by 1 instead of 9. So I have to look in the recipe tree every time to estimate the amount of sand for haunting.
Oh I was looking at the wrong thing, yes that's definitely an issue.
Thanks a lot.
I you've fixed this: Is there any way to tell EMI in the recipe tree crafting mode that you have already pruduced a fluid?
No, if it's not in your inventory, which is pretty difficult for a fluid to be, it'll be counted as not present. If you complete any step above that requires the fluid, it'll disappear.
The recipe tree has one big problem: It miscalculates with chances. Another bug, this time with catalysts: Regardless of the output of a recipe, EMI should make the amount of catalyst liquids/items only (!) dependent on the description in the recipe.
Possibly related issue! (Let me know if I should open a separate issue): I'm getting some weird behavior when trying to use the recipe tree to craft a fletching table while the create:crushing_wheel recipe for crushing gravel is set as my default. It shows sand when the ingredient I actually want from that recipe is flint
It's a different issue... If it is a problem at all. Maybe the sand represents the recipe and not the output (the main ingredient is always shown) and that would be an improvement. I also have another very similar small problem in mind. Start another issue for that, I'll post my issue there too.
Look at the soul sand: Shouldn't it be ~563 soul sand at the second picture? I think EMI ignores chances in the recipe tree crafting mode but copies the ingredients at the bottom of the recipe tree (which are marked yellow)
PS: Ignore that you can't craft 11 gold nuggets to an ingot without rest