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Critical bug #64
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I'm not entirely sure that this is my bug - the methods I use to pull from AE systems are API ones that should take into account any security settings before giving me a stack to use. Might be worth raising it over there as well but I'll look at it |
The implementation looks mostly ok. It is probably debatable to change AEHelper.java#L207 and add a But AEItemBufferElement.java#L56 looks like it could be an issue. If the extraction fails it will just ignore it and silently fail. Should the extract just depend on I have no idea how these are created, but if just the reported inventory list is used, then this will enable dupes. Not just with a security station but also anything reporting itemstacks as visible but not extractable (like storage buses can) |
Yeah there's a lot of code I've had to implement in very strange ways because of the incredibly closed down nature of SFM |
Not sure what you mean with "valid items". But if you mean only extractables items, then this is not possible it will break many things like storage monitors. They always need to be visible to anyone and only fail when actually trying to interact with it. Simulating an extraction is probably very bad idea as this can get quite taxing on networks with a large amount of items. Especially if this needs to be done every tick/operation. Once there is an integration with LP or the BC robots and having requestable items.
It might be an idea to implement the |
As I said, I know it is not perfect - it is a) the best I could do without having to rewrite thousand line classes in SFM via asm and b) the most sense I could make of the completely nonsensical AE2 API. I will fix it to the best of my ability as and when I have time to, but if you have a burning desire to submit a PR then go ahead |
There is a duplication bug with the energistics connecter when it pulls items from a subnet that has a security terminal. Here is a print screen of how this can be replicated: http://prntscr.com/7alo3n (the manager has just a simple input output code) this bug was found when I was using build: 0.10.9 of Steve’s Addons (I looked at the change log of the newer builds and did not see any thing about this being fixed)
Other relevant mods to bug:
Steve’s factory A93
AE2 rv2 stable 3
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