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Support for ingredients that take damage #101
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Thanks for the suggestion! |
This is already supported by marking recipes are reusable:
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Hmm, weird that it doesn't even work even when you have a non-damaged item available. Can you try an exact item match? So without the item tag variants? Could you try installing EvilCraft in your pack to see if the shears+sapling->dead_bush recipe works? That one definitely used to work. So if that also breaks on your end, then it might be a pack issue (possibly caused by another mod). |
I get as many bushes as the shears can provide, more if I throw in a second shears. Re-using the damaged Gregtech wrench does work if I specify a specific one (thanks), but I need as many wrenches as crafting jobs. Edit: Also only wrenches with the same damage are considered, if there is one damaged one not, only one is counted, if two are damaged by the same amount, both are found. I suspect Greg re-invents the damage system. |
This is a possibility indeed. Could you open an issue at the Gregtech issue tracker about this? Have you checked with AE2/RS by any chance to see if they experience the same problem? |
Issue type:
Short description:
Gregtech uses tools as ingredients, these tools take damage when crafting. These tools should be supported.
I imagine if the tools are counted as $DAMAGE items, it would be easy to implement. New tools could automatically be crafted.
Otherwise I'd be willing to risk that a craft job halts when the tools are gone. Just ignore the damage. This would also fix an issue with the terminals when pasting recipes from JEI.
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