pahimar / equivalent-exchange-3 Goto Github PK
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License: GNU Lesser General Public License v3.0
Home Page: http://equivalent.exchange
License: GNU Lesser General Public License v3.0
When you combine a stone block with the minium stone you get cobblestone. This should not happen?
For some reason every mod offsets the itemId in the configuration file up with 256(Maybe to make place for the blockIds?), except EE3, which places the items at the ids it promises.
I believe this should be investigated, what's usual and what should EE3 do.
The method initPortableSmeltingRecipes in RecipesTransmutationStone is called during Init. Since most mods make their smelting recipes in the Init, the recipes of mods loaded after EE3 are not added to the portable smelting. It would be better if it was done after every mod is done adding their recipes, for instance in the Post-init
Also, if, for some reason, the smelting result is an ItemStack of an Item that does not exist, it ends up in NPE on RecipeHelper.addSmeltingRecipe
Using pre1.
Problem: Using the minum stone with automatic crafting tables (from buildcraft) does not use up durability of minum stone.
Steps to reproduce:
I love Sky Block type maps, it is probably the challenge of starting with nothing and building something cool that keeps me coming back.
I also love playing with mods, particularly IC2, Forestry, Buildcraft, EE2, etc..
In order to use most of the major mods, various additional ores are needed.
To use mods in a Sky Block setting the additional materials have to be provided somewhere in the map, this usually takes the form of extra islands or chests that the player must build a bridge to.
This is not a challenge, just an exercise in holding down SHIFT.
In 1.2.5 minecraft I usually use EE2 to solve the resources problem, but that still needs sufficient "examples" to teach to a transmutation tablet to get started. These recipes will allow lots of useful challenges without giving the player chests full of materials
I was looking at the transmutation recipes in craftguide and I realised that EE3 can be used on even the classic Sky Block map to get most Vanilla materials even starting with nothing but the standard map and an inert stone.
Unfortunately there is no way to get certain materials, the most important being redstone, without which automation is not possible.
There is no way to get ores like copper, silver, lead, tin, etc, without which most tech mods are useless.
I have worked out some additional transmutation recipes which should enable almost the full range of both vanilla and mod gameplay starting with a bare minimum of materials (possibly no more than 1 bedrock, 1 chest, 1 dirt, 1 sapling, 1 sugar cane, 1 inert stone and for the wimps a bone):
All recipes require a transmutation stone.
1 iron ingot + 1 smooth stone --> 1 iron ore
1 iron ore + 1 smooth stone --> 2 copper ore (this makes copper a bit more expensive than EE2)
1 iron ore --> 1 tin ore
2 iron ore --> 1 silver ore
4 iron ore --> 1 lead ore
8 iron ore --> 1 gold ore
2 gold ore --> 1 lapis ore
3 gold ore --> 1 emerald ore
4 gold ore --> 1 diamond ore
2 diamond ore -- 1 tungsten ore (if redpower installed)
No need for reverse recipes and no nead to transmute vanilla metals directly to mod metals (which is too easy).
4 charcoal <--> 1 coal (reversible recipe)
1 coal + 1 smooth stone --> 1 coal ore
1 coal ore --> 1 redstone ore
1 redstone ore --> 1 nikolite ore (if Redpower installed)
4 glowstone (block) --> 1 uranium ore (makes uranium a bit more expensive)
seeds --> pumpkin seeds --> melon seeds --> seeds
potato --> carrrot --> Sugar cane --> cactus --> red mushroom --> brown mushroom --> potato
leather --> raw beef ---> raw pork chop --> raw chicken --> raw fish --> leather
1 spider eye <--> 4 slime ball
4 arrow --> 1 feather
8 rotten flesh --> 1 leather
2 gunpowder --> 1 glowstone dust
2 glowstone dust --> 1 blaze powder
1 sand + 1 bonemeal --> 1 soul sand
7 smooth stone + 1 magma cream --> 7 netherack (much more expensive than EE2)
1 bucket + 7 slime balls --> 1 bucket of water
1 bucket + 1 magma cream + 1 smooth stone --> 1 bucket of lava (much more expensive than EE2)
I wanted to get away from the convert anything into anything else of EE2 which makes it too easy and boring, why build a farm if you can just condense food?
The one-way recipes mean that a bit of thought is needed to ensure that the desired end product is obtained.
Obviously, a player can abuse macerators, rock crushers, pulverisers and enchantments to create infinite materials, but anyone really worried about that probably thinks cobble generators and bonemeal are OP.
This started when I thought "I could build an auto cobble gen and tree farm if only I could get a piston or three, now how do I get redstone?"
Yes description given.
It's a my compilation error or ... else ?
java.lang.TypeNotPresentException: Type ee3.common.core.handlers.PacketHandler not present
at sun.reflect.annotation.TypeNotPresentExceptionProxy.generateException(Unknown Source)
at sun.reflect.annotation.AnnotationInvocationHandler.invoke(Unknown Source)
at $Proxy15.packetHandler(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:415)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
at net.minecraft.client.Minecraft.a(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ee3.common.core.handlers.PacketHandler
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at sun.reflect.generics.factory.CoreReflectionFactory.makeNamedType(Unknown Source)
at sun.reflect.generics.visitor.Reifier.visitClassTypeSignature(Unknown Source)
at sun.reflect.generics.tree.ClassTypeSignature.accept(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseSig(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseClassValue(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseMemberValue(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotation(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotations2(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotations(Unknown Source)
at java.lang.Class.initAnnotationsIfNecessary(Unknown Source)
at java.lang.Class.getAnnotation(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:55)
... 26 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 42 more
In preface, I understand that it is not your resposibility to balance among other mods per se. I noticed that using IC2, regarding blaze rods... I am able to macerate, minium, repeat. This provides basically no-work required blaze rods once you acquire one. I assume this has come to your attention in design. If not, I figured I may as well post it for possible imbalance amongst other mods if that is a priority.
Edit: thinking on this, I realize this is likely moot. Disregard if you please.
I know red water is incomplete but when it is in a buildcraft quarry, the quarry will repeatedly try to break the moving red water block as well as the source. I think it has to be added to the Boolean softBlocks array in the buildcraft api.
Ahoy thar.
I thought I'd start a the locale for pl_PL for EE3. Attaching the locale file.
The accuracy might not be 100%, but I shall be improving more accurately as the mod evolves.
After thinking about my last patch, I came up with a bit of an issue.
It is perfectly possible to avoid the minium stone from getting damaged just by moving it to a different inventory slot.
I suggest tracking the stone used to open the crafting gui.
If you have any ideas on the best way to do this, please let me know. :)
Well it's not an issue at all but an enhancement.
Players can get like infinite iron/gold/diamonds since "Shards of Minium" can drop from nearly all mobs.
I think that droprate should be configurable for every mob.
The better way would be a blacklist on which you can put mobs so they won't drop that shards.
Hi pahimar!
I'm trying to build EE3 on my Windows 7 64 bit machine. I've run into an issue preventing me from compiling minecraft with EE3 installed. Crash log
Versions of stuff:
javac 1.7.0_04
Assumptions I've made that may not be correct:
/source/Equivelent-Exchange-3/
/mcp/
build.xml
and build.properties
files in the root folder.build.properties
file that you can see here (The folder specified by that is the root of all of the filenames I mentioned earlier)To clarify:
I can decompile, recompile, and run the vanilla minecraft client/server.
I can decompile, recompile, and run the client/server after dropping the forge folder into /mcp
and running install.cmd
I can't recompile after installing forge and running ant build
in the root directory. It fails with the errors given above.
What am I missing here?
Thanks in advance, and for making a cool mod,
--Nick
Extras:
tree /F
run against the whole thing (Warning, big file)
i made the localization for Italian. I'll figure out how to attach the file.
Why doesn't it have a recipe? I think it's pretty clear: unused minium stone in the middle, surround with alternating redstone(in 1.5 redstone block for less OP) and glowstone(not dust).
The RedPower2 Addon does not load even if i had RedPower2 World installed.
Unsure whether this is intended, but when changing blocks(sand, dirt, cobble) stone doesn't appear in the cycle at all. I'm aware this pre-alpha but I'm not sure if you have overlooked this.
Wasn't sure how too word this right, sorry if it comes off a little odd.
If your planning on using power items in this mod, like rings, picks, etc. have you had much thought on the type of "energy" you would use too power them? An idea had popped into my head last night while testing out a few mods in Minecraft. In EE2, the passive EMC generation method of collectors and relays was smooth, but ended up being too easy too exploit as a diamond generator for example. I can agree with your plans on redoing or not using them in EE3.
A way this could still be done while minimizing the creation of free diamond trees would be too power the EE3 power items using a form of arcane potential(a separate energy from EMC) that can be generated using EMC, or passively from transmutation generators. The conversion from EMC to this arcane potential could be a one way transfer. This way a passive way too charge the items can be used without that energy being exploited too generate free matter.
Hope you are able to use what I have typed in some way, or it at least helps you come up with ideas of your own.
did some recolouring to the algot and buckets to match.
Something else I noticed. When using the Minium Stone's crafting interface, it damamges the Minium Stone.
But when it should be destroyed, you get a fresh one instead. Not sure if that is your fault or if it is in the domain of Minecraft.
As far as I can tell, damageItem is being called correctly so Iunno.
Here's the file:
Here's the translation file for EE3 in European Portuguese (pt_PT), post-reform.
https://dl.dropbox.com/u/52230684/EE3/pt_PT.xml
This'll have to do until I get how to do pull requests and so on.
Not technically an "issue". And I also understand that the EMC code is far from finished.
==Summary==
Instead of specifying the total cost, and then specifying a map of percentages for types, that gets compounded by a percentage (applied to all types) for recovery.
Specify two maps, one for cost (EMC cost for 'buying' this) and one for sale (EMC received
for 'selling' this).
==The full verbal onslaught==
In EMCEntry (The EMC data for an object) the EMC cost is defined as: cost + breakdown (map for percentages) + recoveryPercentage.
Wouldn't it be better to specify two Map<EMCType, Float> variables, namely: Cost + Recovery.
That way you can specify the breakdown and cost per EMC type with more control.
totalCost (what you pay to 'buy' it) is then a function, summing all Cost values. And total value (what you get when you 'sell' it) is similarly a function to sum all Recovery values.
To use OMNI instead of a specific type(s), you then just check if the player has more OMNI than the value returned by the totalCost function.
==An Example==
You can make this for 1000 Essentia, and 500 Void, but you only get 900 Essentia and 0 Void back.
Or you can specify this can be made with 1000 Omni, but actually breaks down into 250 Essentia, 500 Void, and 250 Kinetic.
Currently, specifying 0.9f for recoveryPercentage would give back 900 Essentia and 450 Void.
Also, it would currently take more thinking in the above example to figure out that cost should be 1500, and the factors 0.66 and 0.33 to get 1000 Essentia and 500 Void cost.
And then apply another factor for recovery rates.
==Code==
Something like:
/**
* learnable = Can the user learn to make this?
* recoverable = Can this be converted into EMC?
*
* cost = How much of each EMC type must be paid to make this object.
* recovery = How much of each EMC type will you get if you break this down.
*/
private Map < EMCType, Float> cost;
private Map < EMCType, Float> recovery;
private boolean learnable, recoverable;
I could, if you want, attempt to code the change (with new functions, class constructors and tie-ins to other classes and code) and then submit a pull request.
With IC2 one can macerate 1 bone into 5 bonemeal, and then convert 3 of those back into 1 bone with 2 bonemeal left. Then you get 5 more, for a total of 7, so you can turn 6 of those to 2 bones, and still have 1 more. Then you get 10 more, having 11, and you get 3 more bones etc. Could you maybe make an integration for IC2 that changes the recipe to 5 bonemeal=1 bone?
hi everyone, i have a problem decompiling ee3 for my dev envoirement, i follow the instructions on github, but i ran into an error: http://pastebin.com/zMmwTPLh the weirdest thing is that the ee3_common folder does exist. hope you can help me :)
I would like it if you could actually draw the transmutation circle on any smooth surface like stone and that redwater randomly gens around the minecraft world that gives of a red cloud withing the chunk it's in.
This is an idea that I have been wanting to see in a mod for a while. can you somehow make it so that there is a block you walk into and (without going to another demension) go into a room. behind the block you walk into there would be nothing. Is this possible?
sorry if all of this is a little too long i have trouble keeping my writing compact
TLDR:
damage value for dm/rm tools, armor, and weapons from the current recipes with appropriate damage values for the abilities. no damage value tools craftable from the damage value items and needed for the next tier of items (dm damageable needed for dm inf needed for rm damageable needed for rm inf). i could also suggest a damage value for the handheld mass destruction items like the destruction catayst. these would lower the 'op-ness' and the low damage value on the high destruction items would make them less appealing.
Does this sound stupid? does it sound good? does it sound tedious? i think it may be too far as i've explained it but the idea could be throttled back a bit using less materials i just suggested as far as i would like to go for the tools.
for those who want the explanation:
i had a suggestion but i wasnt sure where to put it. i am watching minetv ep3 and hearing the really cool changes coming in ee3 and the damage value philosopher stone (minium stone?) i got an idea. why not damage values for the base recipes of the dark matter and red matter tools, armor, and weapons. just give them a nice damage value and the 'op-ness' of them will be significantly reduced. if you want to keep the permanent tools like we have now you could have them craftable but much more expensive. my idea is that you could have the crafting table involve mulltiple of the damage value tools and perhaps a few repair talismans. my specific idea is a talisman surrounded by 8 of the tool would make an infinite tool. ie: dm pick costs 2 diamonds and 3 dark matter and has a damage value of 750, 8 damage value dm pick and 1 talisman of repair makes a inf dmpick. i go further with this in making the rm items more expensive by having them craftable with the inf dm items. same recipe and same idea as the dm damage and infinite items. you could keep the same abilities across each item as well (perhaps increase the damage by N for how many blocks are damaged ie: dm pick long mode 3x damage or dm hammer mega impact mode 9x damage). perhaps put a damage value on destruction catalyst and the other 2 like it. something like 8 or 16 uses to make it alot less attractive as an alternative to actual mining.
Well since the commands translations won't be a thing now, should we remove that section of the localization file or just leave them there in english?
Hello. I'm French and I found some mistake on the French xml. Here is my correction :
French (FR) Localization File
Extra
Libérer
Changer
Charger
Eclat de Minium
Pierre de Minium
Pierre Philosophale
Eau rouge (Immobile)
Eau rouge (Ruisselante)
Calcinateur
Lancement de la vérification de votre version par rapport à celle de reference :
Le lancement de la vérification a échoué.
Vous utilisez la version (@REMOTE_MOD_VERSION@) la plus à jour pour votre version de Minecraft (@MINECRAFT_VERSION).
Vous utilisez une version obsolète, pensez à effectuer une mise a jour ici - @MOD_UPDATE_LOCATION@
Erreur de connexion vers la version de référence (vérifiez votre connexion internet ?)
Vérification de version désactivée.
https://dl.dropbox.com/u/36334975/Error.png
Also, i cannot transmute sideways logs.
An explosion that does not damage blocks. Instead, it randomly transmutes any material in the blast radius to anything that is equivalent to it. Perhaps even merging a few objects here and there into higher valued items, or breaking some into lower valued items (equivalently).
I haven't quite thought of occasions when this might happen, as i don't know to much about the current mechanics of EE3. Perhaps something to do with putting something bad in red water or trying to transmute something you can't? Maybe even a dying stone.
In Tekkit Lite, the Minium Stone is not usable in the Auto-Crafting Table.
I wanted to make a Basalt factory, guess that will not happen for now.
Hope this helps you mate ;)
Pressing "g" changes the next transmute on the current block you are facing (i.e. you look at grass and switch the transmute to cobble). After you look at a different block, the transmute changes... (i.e. you change focus to oak wood and the next transmute is spruce.) That part is fine, but when you look back at grass, the next transmute defaults. I don't know if this is intentional, but it might be a good idea to save the transmutation selection in case there's a player transmuting a large area and they accidently bump into a tree then resume transmutation of the grass and end up transmuting a sand pit.
[Also, off topic: The current compiling walk-through for EE3 works with Windows 8.]
It would be very interesting to have to assemble transmutation circles with regular materials and special blocks, according to certain geometric shapes. This way, extremely powerful transmutations would also require lots of work assembling a potentially huge circle.
Not only does this make the experience much more visceral than doing crafting recipe after crafting recipe, it allows for oh-so-evil transmutation requirements if you want to get some of the more powerful results. So you start raising loads of sheep only to build a gigantic transmutation circle right on top of and around the pasture. Or worse, the poor villagers wonder why you're tracing these weird geometric shapes around the village. In some cases attracting the proper creature(s) into the circle would be a real challenge, if you need an enderman or a ghast for instance.
So, as the title says, build.xml is broken on Windows 8.
It is a very easy-to-fix problem, i just changed "Windows 7" to "Windows 8 " in the file, but i'm not good with git so i can't do a proper Pull Request.
Hope it gets fixed soon :)
In EE3.cfg
, under General
, there's two options that look like they do the same thing:
B:enable_version_check=true
and
B:version_check.enabled=true
2 Blaze Powder can be crafted into a Blaze Rod with the Minium Stone.
1 Blaze Rod can be macerated into 5 Blaze Powder.
Is this considered a duplication issue or since its cross mods is it okay?
yeah i dont know if its supposed to do that, also i would love to help you with some of the art if you need help because i have practiced a little and made a pretty good skin and some pixel art and i would like to have a challenge so i can get better =)
Since when is the client package in the common folder, and where had the client folder gone? Is this because of the 1.4.6pre update?
i get this crash when i click "g" on a crafting table:
2012-12-19 19:51:33 [INFO] [STDERR] t: Ticking memory connection
2012-12-19 19:51:33 [INFO] [STDERR] at iw.b(NetworkListenThread.java:64)
2012-12-19 19:51:33 [INFO] [STDERR] at bec.b(IntegratedServerListenThread.java:108)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
2012-12-19 19:51:33 [INFO] [STDERR] at bdz.q(IntegratedServer.java:123)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2012-12-19 19:51:33 [INFO] [STDERR] at fy.run(SourceFile:849)
2012-12-19 19:51:33 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.item.ItemPhilosopherStone.doKeyBindingAction(ItemPhilosopherStone.java:181)
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.network.packet.PacketKeyPressed.execute(PacketKeyPressed.java:59)
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.core.handlers.PacketHandler.onPacketData(PacketHandler.java:38)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
2012-12-19 19:51:33 [INFO] [STDERR] at iv.a(NetServerHandler.java:1107)
2012-12-19 19:51:33 [INFO] [STDERR] at di.a(SourceFile:59)
2012-12-19 19:51:33 [INFO] [STDERR] at cf.b(MemoryConnection.java:80)
2012-12-19 19:51:33 [INFO] [STDERR] at iv.d(NetServerHandler.java:136)
2012-12-19 19:51:33 [INFO] [STDERR] at iw.b(NetworkListenThread.java:57)
2012-12-19 19:51:33 [INFO] [STDERR] ... 6 more
I've been playing pre1d with my friend and noticed gold is a little overpowered. I suggest changing it to 1 gold = 4 iron, 8 gold = 1 diamond. That would at the same time make it so you need more gold to make diamond, and give less iron from gold, which would feel more balanced. Not sure if you think so too.
I am very experienced with java, i followed all the steps in the home page and i get these 100 errors during compiling...
When you have both thermal expansion and EE3, then you can make 6 planks out of one wood and gain some sawdust using the sawmill and you can put 4 planks together to make one wood again, so essentially, you're gaining free stuff, I tested the extent of this exploit and came up with the following results, beginning with one full stack of wood and a new minium stone, I eventually got almost 9 stacks of wood and almost 2 stacks of charcoal (which can be made by using the sawdust) and this with only one minium stone, that equals about 2 and a half free diamonds, so you might want to reconsider this particular recipe or make it so, when both EE3 and Thermal Expansion are used, that the recipe is not valid anymore
At the moment, it seems that the smelting recipes that the Minium Stone automatically generates are not properly detecting the output # of a recipe correctly.
I have a mod that adds a Condensed Wheat block (9 wheat), and can be smelted into 3 Bread.
While testing my mod, I found that EE added a recipe of Minium Stone + Coal + 7 Condensed Wheat = 7 Bread. However, this recipe should provide 21 wheat if it properly detected the output number.
Just thought it'd be nice to submit it as an issue for it :)
~MM
EDIT: I am using pre1, if that is useful.
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