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bodaciousbill

[0.77.11] Crucible Mixing bug?

8 posts in this topic

I just ran into this problem, and I'm pretty sure my nearly-full crucible of bismuth bronze is completely ruined.

 

I mixed the Bismuth bronze with correct ratios, and it said "Bismuth Bronze" up at the top. I then shift-clicked a nearly-full ingot mold, expecting it to go into the output slot and fill the rest of the way. Instead, it went up into the input slot, and added a small amount of bismuth bronze to my bismuth bronze mix. Somehow this leads to an unknown mixture, when I'm pretty sure it should just be bismuth bronze. It won't accept any more inputs (I tried to siphon some off and correct the ratio). See the picture below.

 

Can someone tell me this isn't a feature?

post-4840-0-00693600-1378744602_thumb.pn

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I know the partially filled molds shift click into the top slot. I think it would be better to shift click them into the bottom slot to avoid accidental unknown metals. If it goes in the bottom, it will not fill up if the crucible contains a different metal, but the other way around will work and can be costly.

There are a few bugs with the crucible right now. I am not sure about it not letting you add more to correct a mixture though, that might need to be reported. Also, I agree that adding a mold of the metal you just created should not corrupt the mixture.

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Alloy not being accepted as a part of the same alloy is a known issue, I told bioxx, but I should properly report it on github.

As Deviator suggested, shift click could send the partial mold to the bottom slot to avoid problems like this.

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Alright well at least it's a known issue. I guess I'll just take the hit, lesson learnt. Still sucks though.

 

Is there any way to quickly drain a crucible so I can recover it? I don't really want to spend all that time making useless ingots if I don't have to.

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The mechanic of an alloy not being a valid ingredient in its own recipe is intentional as alloys are very hard to separate once they have been mixed, and it is impossible to store the what percentages the alloy was composed of after completion. There is no way in the calculations to allow an alloy to be an ingredient for itself since it is checking for very specific ingredients within very specific ranges of percentages. So yes, this is a feature, not a bug.
 
Alloys also have to be considered their own ingredient after completion due to the fact that they are used as ingredients in higher tier metals.
 
Shift clicking on unshaped ingots into the output slot is pointless, because 90% of the time, you want the unshaped ingot to be added to the crucible, not to be filled from the crucible. The other option would be to remove the shift click functionality of unshaped ingots altogether.
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The mechanic of an alloy not being a valid ingredient in its own recipe is intentional as alloys are very hard to separate once they have been mixed, and it is impossible to store the what percentages the alloy was composed of after completion. There is no way in the calculations to allow an alloy to be an ingredient for itself since it is checking for very specific ingredients within very specific ranges of percentages. So yes, this is a feature, not a bug. Alloys also have to be considered their own ingredient after completion due to the fact that they are used as ingredients in higher tier metals. Shift clicking on unshaped ingots into the output slot is pointless, because 90% of the time, you want the unshaped ingot to be added to the crucible, not to be filled from the crucible. The other option would be to remove the shift click functionality of unshaped ingots altogether.

I think 90% of the time I have an unfilled unshaped ingot, I want it to go in the bottom slot to fill up. I just think it is dangerous to have something by default mess up your mixture. Also, it is faster to add cooled ingots to the mixture and let it re-heat instead of waiting for the liquid molds to pour out. Plus then you can have nice big stacks of ingots like Dunk wanted.Also, couldn't you just do a check on the metal you are putting in, if it equals the current output metal, just add to the quantity in the crucible and not add to the mixture percentage. That way it wouldn't matter what percentages the input metal had before.
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Also, couldn't you just do a check on the metal you are putting in, if it equals the current output metal, just add to the quantity in the crucible and not add to the mixture percentage. That way it wouldn't matter what percentages the input metal had before.

 

Unfortunately, the code isn't quite that simple to be able to do that mechanic. It's actually quite a complicated process.

 

On the bright side, I'm working on making ceramic molds and partially filled molds shift click into the output slot instead of the input slot.

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How about a hidden mechanic, where each alloy may be made with iteself for like 0-20%? So if you'd accidentially added some of its own alloy to it, it would be possible to still use all the metal you got liquid?

 

you'd still have to meet the other ammounts, but it wouldn't matter if you got some percents of itself in the crucible.

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