This mod isn't really designed simple nodes like that, it's ment to salvage parts from complicated stuff like technic machines. If there's multiple recipes registered for an item like in the examples you mentioned, it doesn't know which one the item(s) came from and will simply select the last one registered.
I might try fixing this in the future but honestly the coding is sort of over my head and I probably won't get around to it. You could start a github issue if you wanted and that might help me remember to.
The bench eats up extra material (so if you put in 2 bronze blocks it only decrafts one but takes both), which is something I really should fix. But again I probably won't because I'm lazy.
This mod isn't really designed simple nodes like that, it's ment to salvage parts from complicated stuff like technic machines. If there's multiple recipes registered for an item like in the examples you mentioned, it doesn't know which one the item(s) came from and will simply select the last one registered.
I understand the technical reason for the behaviour I observed, but everything turning into slabs was still a bummer. Maybe you could sort the materials on how complex it is to craft them and then always give the output that has the least amount of crafting recipes. That way I could get tree or sand at least, as both have no crafting recipes AFAIK.
The bench eats up extra material (so if you put in 2 bronze blocks it only decrafts one but takes both), which is something I really should fix. But again I probably won't because I'm lazy.
I hope this mod is still somewhat useful to you!
It could be useful … if it did not eat the extra materials. The way it is now though, I will definitely not use it.
Thank you for taking the time to write a detailed reply!
The bench eats up extra material (so if you put in 2 bronze blocks it only decrafts one but takes both), which is something I really should fix. But again I probably won't because I'm lazy.
I hope this mod is still somewhat useful to you!
It could be useful … if it did not eat the extra materials. The way it is now though, I will definitely not use it.
I really like the concept; I thought this mod could provide some kind of “undo” for when I craft more than I need.
Then I crafted 4 tree into 16 wood, put it into the decrafting bench and got 2 wooden slabs.
Then I put 4 sandstone blocks in the decrafting bench and got 2 sandstone slabs.
Then 2 bronze blocks turned into 2 bronze slabs and saw the pattern.
This mod isn't really designed simple nodes like that, it's ment to salvage parts from complicated stuff like technic machines. If there's multiple recipes registered for an item like in the examples you mentioned, it doesn't know which one the item(s) came from and will simply select the last one registered.
I might try fixing this in the future but honestly the coding is sort of over my head and I probably won't get around to it. You could start a github issue if you wanted and that might help me remember to.
The bench eats up extra material (so if you put in 2 bronze blocks it only decrafts one but takes both), which is something I really should fix. But again I probably won't because I'm lazy.
I hope this mod is still somewhat useful to you!
I understand the technical reason for the behaviour I observed, but everything turning into slabs was still a bummer. Maybe you could sort the materials on how complex it is to craft them and then always give the output that has the least amount of crafting recipes. That way I could get tree or sand at least, as both have no crafting recipes AFAIK.
It could be useful … if it did not eat the extra materials. The way it is now though, I will definitely not use it.
Thank you for taking the time to write a detailed reply!
Hej, I just created a PR to fix this :)
Thanks! I added a new release with it.