SCC 1.6.5 – Matter Link for Replication, fluids in the order window & many fixes
Curse Maven Snippet
What's new
SCC 1.6.5
New
- Matter Link - SCC meets Replication (#341): a new block that connects the SCC network with a Replication network (place it next to a matter pipe).
- Matter in SCC: each of Replication's eight matter types is now a fluid in SCC. SCC's fluid storages hold the matter, the terminal shows it, and the Replication network uses the link like a matter tank - Disintegrators fill SCC, Replicators take their matter from SCC.
- Power: the link keeps the Replication network powered from SCC.
- Replication on order: with a Processing Calculator in front of the link, every item the Replication network has a finished pattern for (100 % in a Chip Storage) can be ordered like any other recipe. The plan uses the matter as fluids, the order window shows it, and requesters and the Logic Calculator work with it as usual.
- Only shown and craftable when Replication is installed.
Fixed
- Requester stacked up duplicate orders (#334): while its order was still waiting for ingredients or a free machine, a Requester row ordered the next part again every few seconds - the planner still counted the fluid the first order was about to use. A row now waits until its own order is done before it orders the rest.
- Requester waited a full minute after "ingredients missing" (#334): the first retry now comes after 15 seconds (or the row's interval, if longer), then 30 seconds, 1, 2, 4, 8 and at most 10 minutes. An ingredient that is produced all the time (for example a fluid from a pump) is picked up much sooner.
- Requester named the wrong missing ingredient: when not even one piece could be built, the row showed what the whole amount would need on a different recipe path (e.g. 500 Large Chaos Fragments). It now shows what is missing for the path that is actually used.
- Recipe analysis ran again after almost every start in big packs: some mods (in ATM10 Create Dragons Plus with its sandpaper recipes) create a slightly different random selection of recipes on each start. SCC now notices such a recipe family after two starts and no longer counts it, so a normal restart just loads the stored analysis.
- Craftable list in the terminal kept rebuilding with Mekanism gases in the network (#339): every change of a gas amount threw away everything SCC had already worked out, so the craftable entries appeared, vanished and loaded again every few seconds and orders were hard to place. A changed gas amount is now treated like any other stock change - only the entries that use that gas are checked again, the rest stays.
- Recipes missing after adding a mod (#339): when a mod puts its recipes into another mod's machine (Oritech Things into the Oritech Assembler and Atomic Forge), the quick update after a mod change skipped them, and items like Speed Addon Tier 4 had "no recipe". Such recipe types are now read again completely. The first start with 1.6.5 reads all recipes once.
- Order window did not show fluids (#338): the ingredient row listed only items - an Enderium Block order showed the 8 Dragon Eggs but not the 6,400 mB Molten Ender. Fluids and chemicals are now listed there too, with the amount in mB in the tooltip.
- Logistics Networks 1.18 (#340): its storage interface changed, and SCC stayed out of storage links ("has an interface SCC does not know" in the log). SCC now works with Logistics Networks 1.18 as well as with older versions.
- Error messages from All The Leaks during the recipe analysis, ore hammers counted as used up (#343, ATM10): SCC asked AllTheOres hammers what stays in the crafting grid on the recipe's own item, and the hammer changes that item while answering. SCC now asks on a copy - no more chat errors, and ore hammers count as tools that stay.
Changed
- AE2: clearer log when an AE2 job waits without SCC: if AE2 waits for items but for none that SCC offers,
logs/scc.lognow says so every few minutes, with the running AE2 jobs and whether SCC could build them (or AE2 uses a pattern of its own).
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