You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When setting a priority value on an exporter/importer, one would expect the one with the highest priority (on the same network) to function before the others. The current implementation works exactly as well as not having any priority setting.
This setup will show varying results with uneven stack distribution in both targets, irrespective of the priority setting.
Steps to reproduce the problem:
Build the above setup, with both exporters set to transfer 1 item per tick (so you can test with just 1 stack of items)
Set the one exporter to a different priority than the other
Insert a full stack of any stackable item in the input chest on the left
Observe how the stack is split across both destinations with varying counts
Expected behaviour:
Since both exporters are on the same network, but have different priorities, I would expect one exporter to always be prioritized on each tick, and that all items exported end up at the destination with the highest priority.
I would expect that a lower priority destination would only be used if:
The higher priorities are full
The higher priorities don't accept the transferred item anymore (e.g. when the storage is full of one item but can still accept others)
The higher priorities have a lower tick rate (e.g. this one exports each tick but the others only once every 4 ticks), then the priorities should be resolved according to the ticks they're active in
The higher priorities have further stack requirements that this one doesn't have
etc, all obvious stuff
Versions:
Dynamics: 1.23.9
Tunnels: 1.8.28
Core: 1.25.1-630
CC: 2.9.5
Minecraft: 1.21.1
Mod loader version: Neoforge 21.1.69
Log file:
The text was updated successfully, but these errors were encountered:
I'm respecting that the priority setting does probably have some kind of effect somewhere. But the above is the interpretation of the player, and the most intuitive behaviour. Any other behaviour should be explained, as relying on this setting will have unexpected results.
For instance if they want to sort between two destinations, where one is a safe-keeping destination for the same items as the other, and they want to make sure they always have the former stocked before the other (e.g. a trashcan overflow system). With a setup like this, that can easily result in the potentially 100% loss of all ingredients.
Issue type:
Short description:
When setting a priority value on an exporter/importer, one would expect the one with the highest priority (on the same network) to function before the others. The current implementation works exactly as well as not having any priority setting.
This setup will show varying results with uneven stack distribution in both targets, irrespective of the priority setting.
Steps to reproduce the problem:
Expected behaviour:
Since both exporters are on the same network, but have different priorities, I would expect one exporter to always be prioritized on each tick, and that all items exported end up at the destination with the highest priority.
I would expect that a lower priority destination would only be used if:
Versions:
Log file:
The text was updated successfully, but these errors were encountered: