Thermal Dynamic Itemduct issues

Something I have noticed across several modpacks and always bothered me.

Say I am using thermal dynamic itemducts. I have a servo extracting from an inventory, and then a line of itemducts that leds over the top of a row of filing cabinets/storage crates/etc that only accept specific items. The line then continues on to 2 sections of dense cable and then a trashcan/garbage chest.

Logic would dictate that the dense cables would make the items calculate that the end garbage chest/trash can is durther away then the storage drawer, yet routinely items that could fit into the drawer (it is the right item and space is available) will pass it over, go down the dense cables and to the garbage.

Is there a way to prevent that and still use itemducts that doesn't involve a blacklisted filter on the garbage (I don't want to have to filter every single item going through the itemduct line)

This issue is why I almost always default to enderio, but I would prefer to have a solution so I am not limited.

Posted Jun 20, 2020, 6:38 PM UTC

15
KingLemmingThermal Expansion Dev•

Use Filters on the ducts on the crates; Enable Oversending.

This is basically because single-item inventories are kind of liars and suggest that they can't always accept a new item/stack, even if they can.

Just a function of having actual travel time in the ducts and keeping things interesting. It's a shame that it's way easier code-wise (but far less interesting IMO) to just "instantly" send things a la EnderIO.

2
pneumatic_lance•

...did you set it to 'round robin'? cause that and 'random' bypasses the dense duct restriction.

1
pluto_nashOP•

Technically it is coming from a hopper straight into an itemduct, so there isn't a servo triggering the input.

One would think that since the servos default to nearest-first so would the non-servo inputs, but maybe they do not.

1
pluto_nashOP•

As an addendum, when I add filters to the hoppers and assure they are in nearest first, the problem still exists.

1
pneumatic_lance•

Can you share a screenshot of the setup?

Itemducts works differently than enderIO cables cause it has a buffer in the ducts. If the destination inventory suddenly filled up while there's items going there, the items will get bounce back. This 'buffer' also creates unintended bugs(items popping off, not accepting items) when the inventory handles items differently internally. So if the setup is 100% correct, then it maybe a glitchy mod interaction.

1