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.
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.
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.
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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.
0
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.
0
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.
0