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But if we disconnect its Interface, it chooses Pattern 1.
iirc it respects where the Interfaces are at in the network and their priority settings, but it should also calculate to see if you can actually hit the button.
damn it sounds performance heavy.
The text was updated successfully, but these errors were encountered:
Water was just a bad example, the actual situation might be 10 times more complicated than what's been described above. Anyway the on-demand autocrafting is supposed to get things going, but not block you for some reason when you can actually press start, so when it comes to this, remove unwanted secondary outputs when creating patterns should only be a decent workaround but not an once-and-for-all solution.
Not considering every possible recipe for a particular thing and stopping on the first discovered pattern is an optimization in crafting tree generation. The algorithm gets vastly more complex and slower if you have to consider combinations and have to pick which is the most optimal solution rather than arriving at a single valid solution where you either have the materials for it or you don't.
No need to explain it with bunches of words. See this:
For example you want to craft some Ice cubes, which consumes buckets of water, but there are multiple patterns having water coded as its output.
Now:
Pattern 1, Priority 0, Missing components
Pattern 2, Priority 0, Sufficient components
Pattern 3, Priority 100, Sufficient components
It chooses Pattern 3, which is good.
But if we disconnect its Interface, it chooses Pattern 1.
iirc it respects where the Interfaces are at in the network and their priority settings, but it should also calculate to see if you can actually hit the button.
damn it sounds performance heavy.
The text was updated successfully, but these errors were encountered: