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Delete ThreadedSuperBuffer #18
Delete ThreadedSuperBuffer #18
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Code is good. If it was tested, then ok. One thing: why pulverizer? Doesn't it break the logic? Maybe Assembler? |
Indeed assembler sound more logical. In the pulverizer you never get back whole parts @D-Cysteine |
I just picked it because it was easy to add a recipe for, and it met these criteria:
Agreed that thematically, other machines like the assembler would make more sense for a recipe of this type. The assembler only has one output slot, though, so using it would result in losing the data orb and conveyor belt (in which case may as well just make it a hand-crafting recipe). I looked around at the other machines, and unfortunately, very few seem to have 3 output slots. The only one I found that had enough slots and made sense was the disassembler, but unfortunately it looks like the disassembler has some hard-coded logic which:
So unless I missed a machine with enough output slots (which is very possible), I think we have to choose between using a non-thematic machine, losing some output ingredients, or using the tier-gated and slow disassembler. Which of these would be preferred? |
@D-Cysteine that is true. Maybe we need to add some kind of dissasembler device with more outputs, Not sure if we can add recipes to the dissasembler. |
Why not just add shapeless recipe converting GT++ super buffer to GT one? |
What did you tried? I want to have a look at it for fun, but don't want to repeat a failure that can be avoided. |
We can add custom recipes to the disassembler, but they are subject to the same hard-coded restrictions: duration set to 30 sec (reduced by OC I think), and the input cannot be of a higher tier than the disassembler. I'm checking if I can add in a way to bypass these restrictions for custom recipes.
It's one possible solution, but we won't be able to return all ingredients back to the player in this case. The original recipe is
I tried two things:
though it's definitely possible that I made a mistake when trying the above. I have one more idea that I didn't try, which is using |
I got the disassembler restrictions bypass working: This PR has been updated to use the disassembler instead of the pulverizer. |
Discussion thread: GTNewHorizons/GT-New-Horizons-Modpack#8324
Changes:
I wasn't able to get automatic metadata ID updating to work, so players will need to manually update all of their threaded super buffers. Let me know if you have any better ideas on how to do this!