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When taking items from network, more items may be taken than needed, and then lost #19
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@Ocraw would you be willing to help test out a fix for this, since you found this issue and I presume you have an active real-world setup that is affected by this? This was the cause of the issue you mentioned when you took all items, it caused the crafting supplier to take materials as if it had to craft all the items, even though all, except 1, were stored. |
Yes of course, what do I need to do? |
I don't know how familiar you are with github or the minetest mod structure. I've pushed what I think is a fix for this on the latest Then test your issue. If it's fine I will publish the changes as a release and then you can delete the extracted |
Usually can move around on github for very basic stuff, but yeah I do use it.
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Been using git for almost 10 years in my professional, paying, career - yea branches would normally be how you do stuff, or even forks, but in this case I'm the only dev, and there's no CI that picks up my pushes to main, and releases are manually done by me, so it's not a big deal. As for fix, cool, if it works correctly, I will try to make a release later today, there's another issue someone reported on the forums I want to look into. |
Release 1.2.3 is published, should fix this, along with some other stuff. I also started work on #18 but I haven't finished it in time to make this release, will have to be sometime later this week. |
Also going to close this as complete, if you encounter it again, please re-open, otherwise feel free to raise new bugs! |
When taking a stack from the network (for example from an Access Point), the full stack is attempted to be taken from all types of storages when the first storage hit cannot fully fulfil the request. This is dependent upon the internally determined order of storage access.
Example setup on minimal network setup:
This is caused by internal logic not accounting for partially fulfilled requests correctly.
Created from discussion in #17
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