Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

ME Interface Crafting Priority #476

Closed
kurosnow opened this issue Nov 22, 2014 · 3 comments
Closed

ME Interface Crafting Priority #476

kurosnow opened this issue Nov 22, 2014 · 3 comments

Comments

@kurosnow
Copy link

Just wanted to ask if you can make ME Interface priorities affect crafting. Like, say you have two ways to make sticks, Jungle Wood and Oak Wood, and you want it to use Jungle before it uses Oak, but still be able to use Oak when there's no Jungle. So you put the recipes in two different interfaces and give one a higher priority, when you go to craft, it'll attempt to use the one with the higher priority first.

@yueh
Copy link
Member

yueh commented Nov 25, 2014

I am not sure if this is possible with the current design.

It is explicitly designed to not use other recipes which provide materials with the same oredict entry, but it will use already existing items.
In your example, if you have a pattern to craft chests with oak planks and only jungle planks in your network it will use them.

On a second thought this would be also really taxing on the calculation, because it would need to calculate any possible branch and also finally merge them together. As example IC2 crafting using hammers/cutters will scale linear with the amount of items (crafting 1k copper cables = 2sec, 1k = 20sec). With just 2 different copper ingots we would need to calculate both branches, resulting in probably requiring 2 times as long. Now add more copper ingot types to and and maybe also different ores. The ores can also result in something like 1 IC2 copper ore => 1 IC2 copper ingot or 1 TE copper ingot.
This will probably be a nightmare to implement bugfree and also extremely taxing on the performance in some setups (and people will find/use these setups).

@kurosnow
Copy link
Author

I think you misunderstood what I was asking. I meant if I have two patterns for the same material in two different interfaces, it would respect the interface priority when choosing which pattern to use, kind of like a primary recipe and a fallback recipe if the materials for the primary aren't available.

Another example would be if you needed bronze ingots, but there are none in the system. You have two ways to get them, either break down a bronze block, or to make some more from tin and copper. You want it to prioritize the bronze blocks already in the system over making new bronze.

@yueh
Copy link
Member

yueh commented Nov 25, 2014

This is already possible.
The initial request was about two different items, so it resulted in the lengthy answer

To confirm, I have quickly built a small testsetup to craft iron bars and and two ways to obtain iron ingots through blocks or smelting ore. It will always prefer the recipe with the higher interface priority.
If I set the smelting recipe to a higher priority it will always use it, even with blocks available. Or the other option to always take blocks if available.

But it needs to be exactly the same item. So if the bronze blocks break down to ModA bronze ingots but your recipe requires ModB bronze ingots, this will not be possible.

@yueh yueh closed this as completed Nov 29, 2014
@github-actions github-actions bot locked as resolved and limited conversation to collaborators Mar 29, 2020
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants