Serious problem with RP filters & retrievers.

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Shakie666

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Jul 29, 2019
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Ok, so i'm setting up my DDOS reactor setup (if you don't know what that is, look it up). I have 8 reactors being cooled by 30 cooling towers, and I have 2 retrievers - one to pull used cooling cells out of the reactors (cells with damage values), and one to pull cooled cells out of the coolers (cells without damage values). Now normally, if a retriever is set to only pull out cells with damage values, that's all that it will pull out. Same goes if its set to only pull out cells with no damage values. However, for some reason, my retrievers are pulling out ALL cells; regardless of whether they have a damage value or not. This is not supposed to happen, unless there's recently been a change to them that i'm unaware of. Does anyone know a solution.

By the way, though it doesn't matter for this setup, the same (presumed) glitch also affects filters.
 

Enigmius1

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Jul 29, 2019
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The retriever/filter doesn't know or care what the damage value is. It goes by the item ID, so your best bet would be to check the item IDs of the items you're working with and make sure they have a sub-value for damaged items. If not, that would be your problem.
 

Shakie666

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Jul 29, 2019
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Yes, they do. A coolant cell has an id of 21292. A cell that is 1% damaged has id 21292:1. So they do really have a damage value.

I should add that when I last tried this a while ago, it definitely used to work. So it can only be something that happened recently.
 

Enigmius1

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Jul 29, 2019
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You totally missed what I said. That ':1' is the subvalue I was referring to, which in the case of the coolant cells would denote damage and in the case of other items may denote charge level. The devil is in the details, and damage value is not a detail the filters or retrievers know or care about. They may or may not be properly checking subvalue, and by being accurate and specific in your understanding, you could compare other items that have a subvalue and see if they are handled properly or not.
 

Peppe

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Jul 29, 2019
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RP2 filtering/retrievers are quirky...

With condensators they only work if you use the fully damage item as the target in the retriever. Any other damage level will pull out any damage lvl condensators.

Coolant cells don't seem to to work cuase you cannot use the fully damaged version of the item.

I recall them working ok with tools, but i might have been use min/max values, which it seems to respect. Almost like in RP, full charge is one item, any charge is another item, and 0 charge is a third item.


Edit:
Read a little of the DDoS thread and it looks like the recommend method to manage the reactor is to use state cells/timers to pull cooling out on a schedule.
 

Shakie666

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Jul 29, 2019
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You totally missed what I said. That ':1' is the subvalue I was referring to, which in the case of the coolant cells would denote damage and in the case of other items may denote charge level. The devil is in the details, and damage value is not a detail the filters or retrievers know or care about. They may or may not be properly checking subvalue, and by being accurate and specific in your understanding, you could compare other items that have a subvalue and see if they are handled properly or not.
I thought that the filters/retrievers did differentiate between damage values and no damage values (I know the exact damage value doesn't matter). This definitely used to work - on my last world I managed to get my DDOS reactor working fine with the filters & retrievers. Has there been any change to filters/retrievers in the past few months? Does anyone know of a sorting system that does check to see whether or not the item has a damage value?

EDIT: The retrievers/filters definitely used to look for damage values on the cells, as can be seen in this vid. It shows explicitly the filter only pulls out damaged cells (although they will all be damaged anyway so that hardly matters). It also shows that the retriever only retrieves cells without a damage value.
 

Shakie666

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Jul 29, 2019
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Well, this is odd. The cooling cells I was testing are 360k helium cooling cells. I replaced them with 360k NaK cooling cells and they work just fine. It semms the retrievers/filters do recognize whether or not an item has a damage value, but it doesn't do it for all items. Is this a glitch?
 

fyj

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Jul 29, 2019
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My understanding is there's 2 types of information that can be stored in a block, the damage information and what's called "NBT" data. Redpower handles damage, it ignores NBT data. Items which are storing their metadata in the damage data it can handle, ones which store their data in the NBT values it can't distinguish.

If memory serves correctly an emerald pipe can distinguish this.
 

Enigmius1

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Jul 29, 2019
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I thought that the filters/retrievers did differentiate between damage values and no damage values (I know the exact damage value doesn't matter). This definitely used to work - on my last world I managed to get my DDOS reactor working fine with the filters & retrievers. Has there been any change to filters/retrievers in the past few months? Does anyone know of a sorting system that does check to see whether or not the item has a damage value?

EDIT: The retrievers/filters definitely used to look for damage values on the cells, as can be seen in this vid. It shows explicitly the filter only pulls out damaged cells (although they will all be damaged anyway so that hardly matters). It also shows that the retriever only retrieves cells without a damage value.

I'm not sure how I can phrase this to make it more clear to you. You're stuck on 'damage values'. Get un-stuck. Forget damage values. I'm talking about the item sub-value. The number that appears after the ':' when you mouse over certain items in your inventory. In the case of vanilla armor, weapons, wind turbines, coolant cells, etc., that sub-value refers to the damage value. It is not the damage value, it REFERS TO the durability of the item. In other items that sub-value defines things that are not damage related. Is that clear now? You're looking at one subset of information and I'm trying to get you to look at the bigger picture. When you mouse over an item in your inventory and it shows 1111:11 for the item ID, it's not telling you 'damage value' 11. It's telling you sub-value 11 that could be damage, charge, variant, or whatever. Knowing this, and understanding this, you can run your own tests to see what is and isn't working with filters/retrievers.
 

Shakie666

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Jul 29, 2019
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I know the sub-value refers to more than just damage, however i've just seen people call them damage values when they refer to something completely different, I guess I got it from there.

Anyway, previously I was using helium cooling cells. I tried using NaK cooling cells instead, and for some reason they work just fine. This is definitely glitched. Why should it work for one type of cooling cell and not another? Weird stuff o_O