{"action":"created","issue":{"url":"https://api.github.com/repos/RS485/LogisticsPipes/issues/620","labels_url":"https://api.github.com/repos/RS485/LogisticsPipes/issues/620/labels{/name}","comments_url":"https://api.github.com/repos/RS485/LogisticsPipes/issues/620/comments","events_url":"https://api.github.com/repos/RS485/LogisticsPipes/issues/620/events","html_url":"https://github.com/RS485/LogisticsPipes/issues/620","id":63213454,"number":620,"title":"Probabilistic crafting","user":{"login":"TheLoneWolfling","id":2056317,"avatar_url":"https://avatars.githubusercontent.com/u/2056317?v=3","gravatar_id":"","url":"https://api.github.com/users/TheLoneWolfling","html_url":"https://github.com/TheLoneWolfling","followers_url":"https://api.github.com/users/TheLoneWolfling/followers","following_url":"https://api.github.com/users/TheLoneWolfling/following{/other_user}","gists_url":"https://api.github.com/users/TheLoneWolfling/gists{/gist_id}","starred_url":"https://api.github.com/users/TheLoneWolfling/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/TheLoneWolfling/subscriptions","organizations_url":"https://api.github.com/users/TheLoneWolfling/orgs","repos_url":"https://api.github.com/users/TheLoneWolfling/repos","events_url":"https://api.github.com/users/TheLoneWolfling/events{/privacy}","received_events_url":"https://api.github.com/users/TheLoneWolfling/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":5,"created_at":"2015-03-20T11:40:40Z","updated_at":"2015-03-25T10:55:56Z","closed_at":null,"body":"There are some recipes, such as Thermal Expansion's \"1 sandstone in a pulverizer turns to 2 sand and 1/4 chance of 1 niter\", that are probabilistic, in the sense that outputs only occur some of the time.\r\n\r\nIf you want a recipe to turn sandstone into sand, that's fine. Put a byproduct upgrade pulling out niter and set the recipe to 1 sandstone -> 2 sand, and you're done. But if you're trying to craft niter on demand, it's not so simple.\r\n\r\nCurrently, there's no good way to handle such recipes on demand. If you put a crafting pipe crafting, say, 4 sandstone -> 1 niter (with a byproduct upgrade pulling out sand), you'll often end up with your crafting system stalling because you're a niter short. If you have a buffer (where you supply the pulverizer with sandstone until you have enough niter in the system), you have other problems. (Namely: that you cannot craft things that require more niter than you currently have in the system, even if you have plenty of sandstone/sand/etc. With certain items (not sandstone), you're also suffering from not crafting on demand.)\r\n\r\nIt gets worse when the probability isn't \"nice\". (For example, if you have a 5/7 chance of an output.)\r\n\r\nIt would be nice to have a crafting pipe / upgrade that would work as expected with these sort of recipes. In other words, a crafting pipe / upgrade that checks a bit after the non-probabilistic output appear, and requests more if the probabilistic output were below what was expected."},"comment":{"url":"https://api.github.com/repos/RS485/LogisticsPipes/issues/comments/85981827","html_url":"https://github.com/RS485/LogisticsPipes/issues/620#issuecomment-85981827","issue_url":"https://api.github.com/repos/RS485/LogisticsPipes/issues/620","id":85981827,"user":{"login":"hron84","id":88636,"avatar_url":"https://avatars.githubusercontent.com/u/88636?v=3","gravatar_id":"","url":"https://api.github.com/users/hron84","html_url":"https://github.com/hron84","followers_url":"https://api.github.com/users/hron84/followers","following_url":"https://api.github.com/users/hron84/following{/other_user}","gists_url":"https://api.github.com/users/hron84/gists{/gist_id}","starred_url":"https://api.github.com/users/hron84/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/hron84/subscriptions","organizations_url":"https://api.github.com/users/hron84/orgs","repos_url":"https://api.github.com/users/hron84/repos","events_url":"https://api.github.com/users/hron84/events{/privacy}","received_events_url":"https://api.github.com/users/hron84/received_events","type":"User","site_admin":false},"created_at":"2015-03-25T10:55:56Z","updated_at":"2015-03-25T10:55:56Z","body":"Can Supplier pipes configurable with gates and/or redstone signal? Because I can imagine an idea: put your niter into a single-slot storage (such as a DirtChest 9000) - i don't think you need more than one stack niter at once - and a provider pipe to the chest, and a gate on it. If the stored items < 75% then enable a redstone/pipe signal that enables the niter-producing machine (pulverizer) and the supplier pipe. This system can keep up the niter around 48 item and does not overcraft sandstone.\r\n\r\nThe other probability outputs are pretty same. As I know currently there is no probability item that you have to request a bunch of stacks because they are very precious (dustPlatinum for example) or they can requested other way (dustSulfur in TE for example has an 50% chance with blaze rods, so we can assume 4 blaze rod can produce 1 sulfur at least). The main problem is usually the < 50% chance but it can be worked around like this."}}