Ran into a fairly annoying issue with the Retrievulator while testing its function. It won't pass along more then 1 of any item type.
For instance with the overclocker, it requires 3 coolant cells 2 copper wire and an electronic circuit. I can set it up in a pattern that reflects what is required for the autocrafter to make them, 3 coolant cells along the top (non stacking items) 1 copper wire on each side of the circuit in the middle. It will move the "filter" objects to the retriever however it will only give me 1 coolant cell and 1 stack of each of the other materials. End result is 1 coolant cell, 64 copper cables and 64 circuits. However in the retrievulator T slot I have it lined out with 3 cooling cells, 2 stacks of 64 copper cables and 1 stack of circuits.
I am also seeing the output of the retrievulators that are a part of my crafting system being clogged up with items from other retrievulators in the same network.
Retrievulator bug : it you put more than one of the same type of item into the retrievulator slots, it will ignore the extra instances of the same item. This means that you cannot retrieve enough coolant cells to make an overclocker using just 1 retrievulator and one retriever, or craft any other recipe that needs multiple non-stackable items of the same type.
This also prevents you from using a retrievulator to keep a chest stock with, say, 2 stacks cobblestone and 1 stack dirt or some other combination.
If the retrievulator used "fake slots" like most of the Logistics Pipes, would that solve the problem?
the client version of keep tes loaded isnt working. it has the same exact code as the server... i know because the source is in the jar.... isnt there a client version?
I am also seeing the output of the retrievulators that are a part of my crafting system being clogged up with items from other retrievulators in the same network.
Can you be more specific about the problem?
TubeStuff 49.1.2 should fix the BHC chunk corruption. (Edit: It will not fix corrupted chunks. It should stop it from happening again.)
Wow, this looks amazing. You should really publicize this more; As I understand it, the Retrievulator basically makes all the crafting functions of Logistics pipes possible in an RP2 system. Before I try it, just a quick question: Does the Retrievulator run on a redstone pulse, or is it constant? The OP doesn't say (or I missed it.)
Wow, this looks amazing. You should really publicize this more; As I understand it, the Retrievulator basically makes all the crafting functions of Logistics pipes possible in an RP2 system. Before I try it, just a quick question: Does the Retrievulator run on a redstone pulse, or is it constant? The OP doesn't say (or I missed it.)
It doesn't need a redstone pulse to work; in fact it emits redstone pulses.
It a little tough to explain so I have some images for you to look at.
1. Non-stacking items, items that do not stack (in this example I am using Ein Klein Stars) it will only fill 1 of such item even if you configure it for multiples.
With this format it will dump all 4 into the Retriever, however it will only pass along one of them and then retract the items back into the Retrievulator. However with items that do stack it functions as expected. If I look in the crafting table with this example I will only find 1 star in the inventory even though it acts like it has 4, ie. It thinks its done what it should be doing.
2. Items showing up in the output slot of multiple Retrievulators, I am trying to use a setup for an automated factory but it looks like some of the items are drifting between retrievulators.
After configuring and it is set in motion the system works for a few moments (this image is not the full setup its just a basic example of the layout) items seem to get lost and it stops working. I am only using a couple of the crafting channels but when I look in the other retrievulators I am finding items from the first couple channels in them.
Image of output slot:
Not only are items showing up in this slot (in empty unused retrievulators) but items are stacked in it. This stacking is not limited to a single item type, I will find all items I am using in this slot, when I remove a diamond a fuel will fill in the output slot. There is some kind of inventory buffer on this slot that is collecting items from the entire system and buffering them.
3. There is also an issue with the retriever, now I don't know if its related to RP2 or the retrievulator but the retriever is collecting up with items that are not on their collection list but are on the collection lists of other retrievers. Its like their request lists are shared and any retriever in this setup will get any item on that list. ie. If I have the first crafting channel working on Klein Stars and the second one working on Zwei Stars, the second retriever will collect diamond rather then just Klein stars like it should be (diamonds should only go to the first retriever). This also happens if I format it so they are not touching each other.
Thanks for all your hard work on this mod!
Edit: After thinking about it more, could it be possible that the stop item used to reserve use of the retriever is causing the item crossing? If the stop item is not being recognized correctly or possibly during the switch if the tube has items in it while there is nothing in the retrievulator that would probably cause any item in the tube to go into it, clogging it with the item it does not know what to do with.
1. You don't put the retriever jammer in BEFORE removing the last item from a retriever. This means for a split second, the retriever can accept any item. This bug is a simple fix, if I get time I'll fix it.
2. You don't total up multiple instances of the same item if they are in different slots in the retrievulator. Also a simple fix.
Ok, I'm part of the way to hunting down all these bugs. The quick fix for the retrievulator is that whenever it checks the target inventory to see if the target inventory has enough of the desired items, it first checks it's OWN inventory to see if there is more than 1 stack of the desired item in the T square. If so, it increases the quota it looks for in the target inventory. This is a quick hack but it works. Just a tiny for loop.
I'm actually thinking the right way to go is to
1. Use a separate data structure, an array with 9 items, and create that array from the target inventory in the retrievulator. When the code populates this array it would total up the total stack size of each thing in the retrievulator.
2. make the "T" inventory a fake inventory like you use for the crafting table 2. Allow any item to be stacked up to 127 in this fake inventory (apparently this is safe).
1. You don't put the retriever jammer in BEFORE removing the last item from a retriever. This means for a split second, the retriever can accept any item. This bug is a simple fix, if I get time I'll fix it.
I don't see what could cause that - remember Minecraft is single threaded, so nothing else can happen while updateEntity is running, so nothing can happen between removing the last item and adding the retriever jammer. Unless retrievers do things they shouldn't in their setInventorySlotContents method...
2. make the "T" inventory a fake inventory like you use for the crafting table 2. Allow any item to be stacked up to 127 in this fake inventory (apparently this is safe).
1. Non-stacking items, items that do not stack (in this example I am using Ein Klein Stars) it will only fill 1 of such item even if you configure it for multiples.
Known design issue - not exactly a bug since that's how it was intended to work, but still a problem to be fixed.
After configuring and it is set in motion the system works for a few moments (this image is not the full setup its just a basic example of the layout) items seem to get lost and it stops working. I am only using a couple of the crafting channels but when I look in the other retrievulators I am finding items from the first couple channels in them.
3. There is also an issue with the retriever, now I don't know if its related to RP2 or the retrievulator but the retriever is collecting up with items that are not on their collection list but are on the collection lists of other retrievers. Its like their request lists are shared and any retriever in this setup will get any item on that list. ie. If I have the first crafting channel working on Klein Stars and the second one working on Zwei Stars, the second retriever will collect diamond rather then just Klein stars like it should be (diamonds should only go to the first retriever). This also happens if I format it so they are not touching each other.
Can you upload a world, with configs, that demonstrates the problem?
It a little tough to explain so I have some images for you to look at.
1. Non-stacking items, items that do not stack (in this example I am using Ein Klein Stars) it will only fill 1 of such item even if you configure it for multiples.
With this format it will dump all 4 into the Retriever, however it will only pass along one of them and then retract the items back into the Retrievulator. However with items that do stack it functions as expected. If I look in the crafting table with this example I will only find 1 star in the inventory even though it acts like it has 4, ie. It thinks its done what it should be doing.
2. Items showing up in the output slot of multiple Retrievulators, I am trying to use a setup for an automated factory but it looks like some of the items are drifting between retrievulators.
After configuring and it is set in motion the system works for a few moments (this image is not the full setup its just a basic example of the layout) items seem to get lost and it stops working. I am only using a couple of the crafting channels but when I look in the other retrievulators I am finding items from the first couple channels in them.
Image of output slot:
Not only are items showing up in this slot (in empty unused retrievulators) but items are stacked in it. This stacking is not limited to a single item type, I will find all items I am using in this slot, when I remove a diamond a fuel will fill in the output slot. There is some kind of inventory buffer on this slot that is collecting items from the entire system and buffering them.
3. There is also an issue with the retriever, now I don't know if its related to RP2 or the retrievulator but the retriever is collecting up with items that are not on their collection list but are on the collection lists of other retrievers. Its like their request lists are shared and any retriever in this setup will get any item on that list. ie. If I have the first crafting channel working on Klein Stars and the second one working on Zwei Stars, the second retriever will collect diamond rather then just Klein stars like it should be (diamonds should only go to the first retriever). This also happens if I format it so they are not touching each other.
Thanks for all your hard work on this mod!
Edit: After thinking about it more, could it be possible that the stop item used to reserve use of the retriever is causing the item crossing? If the stop item is not being recognized correctly or possibly during the switch if the tube has items in it while there is nothing in the retrievulator that would probably cause any item in the tube to go into it, clogging it with the item it does not know what to do with.
Can you upload a world, with configs, that demonstrates the problem?
I don't have a current map with the configuration but I tested it both on an SMP and SSP with no special configurations. With the setup in the pic I included just add a chest with items for it to draw from. The retrievers will pull what they need from the chest.
If I can get the time to do it in the next day or so I will build a world with the setup in it. Have to take care of my daughter with mom is at work.
Aweome mods. The tubestuff works great (just wish i updated before i fell victim to the chunk corruption 3 times XD) but thats my fault for not checking the post. Anyway, i just put together a simple texture for the retrievulator that i feel blends in (a little) better with the redpower machine theme.
Retrievulator now uses fake slots, similar to the Logistics Pipe ones, in the T area.
Retrievulator will accept filters in place of retrievers. May be unreliable if placed in-line with a tube because of the redstone pulsing (if you want that use a regulator), but will be useful if your input inventory is right next to the filter.
Important: Existing items in this area will become fake items and you will not be able to get them back!
Right click to add, left click to subtract items. Shift to go faster. If the slot is empty, click on it with any stack to copy that stack.
And something that was in 49.1.3 but I forgot to include in the changelog:
Made BHC config option available on servers, so you don't have to spawn it.
Immibis Core 49.2.0 has a non-internal change - set enableMicroblocks=true in the config to enable microblocks (currently in alpha!). I don't think I've touched these since Minecraft 1.2.3 - I just added the config option. They definitely won't work in SMP because of Forge dropping ModLoaderMP. They might or might not work at all in SSP.
Edit: Core 49.2.0 will be uploaded in a few minutes, sorry for the delay (if anyone's even reading this :P)
Tubestuff showed me the value of bridge mods - it is full of really handy stuff that I never knew I wanted. Dimensional Anchors works really well too (I was using Railcraft anchors previously), and I prefer your version of MFFS over the others. Thank you for your work!
I'm running a bukkit server with railcraft and the most recent version ported to bukkit is for Forge 3.1.3 (they likly stopped when MC 1.3 came out and won't update again till Forge does). You really have no idea?!?
I'm running a bukkit server with railcraft and the most recent version ported to bukkit is for Forge 3.1.3 (they likly stopped when MC 1.3 came out and won't update again till Forge does). You really have no idea?!?
3.1.3 is over 3 months old. Sorry, I really don't have any idea.
Sorry if this has already been posted, I didn't see it, but do Dimensional Anchors, as the name would suggest, work across different dimensions?
e.g If I had a pump in the nether pumping lava into a tank and I placed a Dimensional Anchor, would I be able to return to the overworld and still have the lava pumping into tanks?
They don't do that, despite the name. It should be possible in 1.3 though.
For instance with the overclocker, it requires 3 coolant cells 2 copper wire and an electronic circuit. I can set it up in a pattern that reflects what is required for the autocrafter to make them, 3 coolant cells along the top (non stacking items) 1 copper wire on each side of the circuit in the middle. It will move the "filter" objects to the retriever however it will only give me 1 coolant cell and 1 stack of each of the other materials. End result is 1 coolant cell, 64 copper cables and 64 circuits. However in the retrievulator T slot I have it lined out with 3 cooling cells, 2 stacks of 64 copper cables and 1 stack of circuits.
I am also seeing the output of the retrievulators that are a part of my crafting system being clogged up with items from other retrievulators in the same network.
If the retrievulator used "fake slots" like most of the Logistics Pipes, would that solve the problem?
Nope. Forge didn't add the chunk-loading hook until 1.2.5.
What happens instead? Nothing?
Can you be more specific about the problem?
TubeStuff 49.1.2 should fix the BHC chunk corruption. (Edit: It will not fix corrupted chunks. It should stop it from happening again.)
It doesn't need a redstone pulse to work; in fact it emits redstone pulses.
1. Non-stacking items, items that do not stack (in this example I am using Ein Klein Stars) it will only fill 1 of such item even if you configure it for multiples.
With this format it will dump all 4 into the Retriever, however it will only pass along one of them and then retract the items back into the Retrievulator. However with items that do stack it functions as expected. If I look in the crafting table with this example I will only find 1 star in the inventory even though it acts like it has 4, ie. It thinks its done what it should be doing.
2. Items showing up in the output slot of multiple Retrievulators, I am trying to use a setup for an automated factory but it looks like some of the items are drifting between retrievulators.
After configuring and it is set in motion the system works for a few moments (this image is not the full setup its just a basic example of the layout) items seem to get lost and it stops working. I am only using a couple of the crafting channels but when I look in the other retrievulators I am finding items from the first couple channels in them.
Image of output slot:
Not only are items showing up in this slot (in empty unused retrievulators) but items are stacked in it. This stacking is not limited to a single item type, I will find all items I am using in this slot, when I remove a diamond a fuel will fill in the output slot. There is some kind of inventory buffer on this slot that is collecting items from the entire system and buffering them.
3. There is also an issue with the retriever, now I don't know if its related to RP2 or the retrievulator but the retriever is collecting up with items that are not on their collection list but are on the collection lists of other retrievers. Its like their request lists are shared and any retriever in this setup will get any item on that list. ie. If I have the first crafting channel working on Klein Stars and the second one working on Zwei Stars, the second retriever will collect diamond rather then just Klein stars like it should be (diamonds should only go to the first retriever). This also happens if I format it so they are not touching each other.
Thanks for all your hard work on this mod!
Edit: After thinking about it more, could it be possible that the stop item used to reserve use of the retriever is causing the item crossing? If the stop item is not being recognized correctly or possibly during the switch if the tube has items in it while there is nothing in the retrievulator that would probably cause any item in the tube to go into it, clogging it with the item it does not know what to do with.
1. You don't put the retriever jammer in BEFORE removing the last item from a retriever. This means for a split second, the retriever can accept any item. This bug is a simple fix, if I get time I'll fix it.
2. You don't total up multiple instances of the same item if they are in different slots in the retrievulator. Also a simple fix.
Ok, I'm part of the way to hunting down all these bugs. The quick fix for the retrievulator is that whenever it checks the target inventory to see if the target inventory has enough of the desired items, it first checks it's OWN inventory to see if there is more than 1 stack of the desired item in the T square. If so, it increases the quota it looks for in the target inventory. This is a quick hack but it works. Just a tiny for loop.
I'm actually thinking the right way to go is to
1. Use a separate data structure, an array with 9 items, and create that array from the target inventory in the retrievulator. When the code populates this array it would total up the total stack size of each thing in the retrievulator.
2. make the "T" inventory a fake inventory like you use for the crafting table 2. Allow any item to be stacked up to 127 in this fake inventory (apparently this is safe).
Are you trying to run the file instead of saving it to your mods folder?
I don't see what could cause that - remember Minecraft is single threaded, so nothing else can happen while updateEntity is running, so nothing can happen between removing the last item and adding the retriever jammer. Unless retrievers do things they shouldn't in their setInventorySlotContents method...
I will do that.
Known design issue - not exactly a bug since that's how it was intended to work, but still a problem to be fixed.
Can you upload a world, with configs, that demonstrates the problem?
I don't have a current map with the configuration but I tested it both on an SMP and SSP with no special configurations. With the setup in the pic I included just add a chest with items for it to draw from. The retrievers will pull what they need from the chest.
If I can get the time to do it in the next day or so I will build a world with the setup in it. Have to take care of my daughter with mom is at work.
Rev4:
- Fixed loaders set to (server) resetting on world load
- Made chunk loaders load chunks when they are created or loaded, instead of assuming they're already loaded by a nearby player.
- Probably fixed constant loading and unloading if two worlds have the same dimension number on CraftBukkit.
Thanks, fixed.
Right click to add, left click to subtract items. Shift to go faster. If the slot is empty, click on it with any stack to copy that stack.
And something that was in 49.1.3 but I forgot to include in the changelog:
Immibis Core 49.2.0 has a non-internal change - set enableMicroblocks=true in the config to enable microblocks (currently in alpha!). I don't think I've touched these since Minecraft 1.2.3 - I just added the config option. They definitely won't work in SMP because of Forge dropping ModLoaderMP. They might or might not work at all in SSP.
Edit: Core 49.2.0 will be uploaded in a few minutes, sorry for the delay (if anyone's even reading this :P)
I don't know. Why only 3.1.3?
I'm running a bukkit server with railcraft and the most recent version ported to bukkit is for Forge 3.1.3 (they likly stopped when MC 1.3 came out and won't update again till Forge does). You really have no idea?!?
3.1.3 is over 3 months old. Sorry, I really don't have any idea.
They don't do that, despite the name. It should be possible in 1.3 though.
It works properly for me. Are you running the latest version of TubeStuff and Immibis Core?
Currently, you can't - you have to place it facing the right way.