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wires disconnect on login #160

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tebruuls opened this issue Jul 2, 2015 · 65 comments
Closed

wires disconnect on login #160

tebruuls opened this issue Jul 2, 2015 · 65 comments

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@tebruuls
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tebruuls commented Jul 2, 2015

Wires seem to be disconnecting when I load up my singleplayer world. this only happens directly after game loading.

@BluSunrize
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you should probably mention which version you are running.

@tebruuls
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tebruuls commented Jul 2, 2015

0.3.3 (latest on curseforge)

On Thu, Jul 2, 2015 at 10:43 AM, BluSunrize notifications@github.com
wrote:

you should probably mention which version you are running.


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#160 (comment)
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@016Nojr
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016Nojr commented Jul 8, 2015

Can confirm it happens with me aswell using version 0.4.0

@BluSunrize
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does it happen every time the world is un- and reloaded?
Is it in the overworld or some other dimension?

@016Nojr
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016Nojr commented Jul 8, 2015

Currently in a RfTools dimension, i'll test more

@016Nojr
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016Nojr commented Jul 8, 2015

Seems like it may be happening randomly, it has happened one time. Tried leaving/entering dimension both loaded/unloaded, relogging chunkloaded/unloaded. I'll try restart the game

@016Nojr
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016Nojr commented Jul 8, 2015

Yup, wires diseappear after restarting the entire client. Every time. Tried overworld and RfTools dimension

@BluSunrize
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Log in in the overworld, place some stuff, log out without going to RFTools dimension.
then close the client, restart and reload the world. I want to see if they persist when RFTools dimensions are never used.

@016Nojr
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016Nojr commented Jul 8, 2015

Happens when only overworld is used aswell

@hron84
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hron84 commented Jul 8, 2015

Same here but with the old, 0.2 branch. Just saying, it not seems like a regression.

@BluSunrize
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I blame RF tools .-.

@hron84
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hron84 commented Jul 8, 2015

@BluSunrize maybe, ResonantRise (the modpack I use with IE) has RFTools. I will definitely try it out without it.

@tebruuls
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tebruuls commented Jul 8, 2015

I don't have rftools and it still happens though I did have rftools at one
point when IE was installed.
On Jul 8, 2015 5:28 PM, "Gabor Garami" notifications@github.com wrote:

@BluSunrize https://github.com/BluSunrize maybe, ResonantRise (the
modpack I use with IE) has RFTools. I will definitely try it out without it.


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#160 (comment)
.

@BluSunrize
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The thing is that I have only few people reporting it, and it works fine for most others. So I have no idea what's happening there.

@tebruuls
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tebruuls commented Jul 8, 2015

Just started playing on a server and its not happening there.
On Jul 8, 2015 5:43 PM, "BluSunrize" notifications@github.com wrote:

The thing is that I have only few people reporting it, and it works fine
for most others. So I have no idea what's happening there.


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#160 (comment)
.

@hron84
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hron84 commented Jul 8, 2015

@BluSunrize I think uninstalling RFTools solved my problem, at least my wires survived a save/load cycle. I will report if I have more info.

@016Nojr
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016Nojr commented Jul 9, 2015

With RFTools, i have to break and replace it to be able to place wires on the connectors.

@Pihrra
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Pihrra commented Jul 12, 2015

It's still happening for me too using IE 0.4.1 in single player.

Here's my list of mods (all are at the latest versions available 2 days ago) :

  • Pistronics2 (although it happened before I added it)
  • Storage Drawers
  • JABBA
  • Botania
  • AntiqueAtlas
  • ChickenChunks (I don't have any chunkloaders in use at the moment)
  • AquaTweaks
  • SimplyJetpacks
  • EnderTech
  • All of team COFH mods (except Cofh Tweaks)

I never had RFTools in this world at any point. It's not consistant for me though. Sometimes I log in and they're still there sometimes not. Sometimes just going into the nether and back to the Overworld makes them disappear.

I'm not 100% sure but I seem to remember once they had disappeared and I left them as is and went to the nether and back and they were back but I can't reproduce that so maybe I just remember wrong.

Also sometimes I have to break and replace the connectors and relays to be allowed to put new cables in but not always sometimes I can just put the new wires in.
Very strange and inconsistant and I don't have many mods.

@tebruuls
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It had not happened to me in 3 days, and then I updated to 0.4.1 and it
happened again. Though I have never had it where I had to break and replace
the connectors.
On Jul 12, 2015 6:11 AM, "Pihrra" notifications@github.com wrote:

It's still happening for me too using IE 0.4.1
Here's my list of mods (all are at the latest versions available 2 days
ago) :

  • Pistronics2 (although it happened before I added it)
  • Storage Drawers
  • JABBA
  • Botania
  • AntiqueAtlas
  • ChickenChunks
  • All of team COFH mods (except Cofh Tweaks)

It's not consistant for me though. Sometimes I log in and they're still
there sometimes not. Sometimes just going into the nether and back to the
Overworld makes them disappear. I'm not 100% sure but I seem to remember
once they had disappeared and I left them as is and went to the nether and
back and they were back but I can't reproduce that so maybe I just remember
wrong.
Also sometimes I have to break and replace the connectors and relays to be
allowed to put new cables in but not always sometimes I can just put the
new wires in. Very strange and inconsistant and I don't have many mods.


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#160 (comment)
.

@freyquency
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It's happened to me whenever the client is closed and opened again - fully quitting Minecraft back to the Mojang launcher. Haven't used RF Tools.

@freyquency
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I just noticed an odd thing. I'm using LV wires for both a windmill and a watermill. The wires from my windmill to Forestry farm don't disappear, the wires going from watermill to LV capacitor, LV capacitor to Bottler, and watermill to Buildcraft water pump all do.

@hron84
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hron84 commented Jul 19, 2015

Only Forestry farms are tough enough to protect our wires? Really weird 😄

@Pihrra
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Pihrra commented Jul 20, 2015

Last time I logged in into my world for the first time only a portion of my wires disappeared. Until then they all disappeared or they all stayed. Some of the one that disappeared I placed the previous time I logged in some of them were there for some time before but not all the new ones were gone either. All my wires are connected from the same single source of RF so they're not all on different networks (if that makes any difference).

BluSunrize added a commit that referenced this issue Jul 22, 2015
Change OreDict handlign in recipes. Should improve performance
Added Blueprint crafting. This will be used for bullets and other things
in future
Started work on custom Villager
Added a world saving hook in the hopes of fixing that issue (#160) of
wires disconnecting
@lorenzolrom
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Is this issue going to be addressed in a newer version (in 4.4.0 I still run into this issue quite a bit)?
My mods list does not include RF Tools either.
Thanks.

@clgns2418
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I have same issue too, not using RF Tools. I think the wires do not disappear if they are placed in always-loaded-chunk (such as spawning point), even after shutting down and restart the game. Putting some chunk loaders near the connectors prevents the wire disconnection too.
If can't figure out what's the problem, how about adding built-in chunk loading function to the connector itself (maybe configurable in cfg file, or in-game option) as a temporary solution?

@Kazzamkablam
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might be related to updating mods, both times my wires broke i was updating mods, didn't break on full shutdown and restart.

@BluSunrize
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There is a new additional hook into the world saving event in the coming update, 0.5.0, which might finally do something about this.

@tebruuls
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Mine Are disconnection every time now. They are in spawn chunks, I've tried
chunk loaders, and they still disconnect. They only do t if I load the
world, rewire them, quit to title, and reload the world.
On Jul 27, 2015 11:50 PM, "XRTA" notifications@github.com wrote:

I have same issue too, not using RF Tools. I think the wires do not
disappear if they are placed in always-loaded-chunk (such as spawning
point), even after shutting down and restart the game. Putting some chunk
loaders near the connectors prevents the wire disconnection too.
If can't figure out what's the problem, how about adding built-in chunk
loading function to the connector itself (maybe configurable in cfg file,
or in-game option) as a temporary solution?


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#160 (comment)
.

@lorenzolrom
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Is there any time table for when we can expect to see the 0.5.0 update, or is it all up in the air? I do have to say this is an impressive mod, and if your world hooks solve the wire problem this mod will be one of my essentials.

@XFactHD
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XFactHD commented Aug 19, 2015

@hron84 if I understand the code right, all wires are deleted on world load and then replaced from the data in the world files.

@BluSunrize
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Raytracing is only done on placement, not on reload.

@theunkn0wn1
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@hron84 , if that is the case then why are all the cables in my world vaporizing? All but two of my cables are not obstructed by anything other than themselves and the air. Why are all my cables vaporizing when only two of them are obstructed upon world reload.

It seems the cables in my test worlds only vaporize consistently if the world contained a large IE power network, in my instance it was large enough that if one inserted HV power in one end it would not come out the other with default configs, and is triggered by updating IE. the HV power lines are NOT obstructed in my test worlds.

By 'updating IE' I mean either up/downgrade IE version or replacing with same version rebuilt (with any modification)

@Pihrra
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Pihrra commented Aug 20, 2015

All my wiring is in the open and there are no obstructions so definitely not the cause of the problem for my case.
Also my network consisted only of 2 advanced windmills connected to 1 MV capacitor then I had MV wires start from the capacitor to a squeezer, a fermenter and a crusher last time it happened so hardly a large network that's 9 MV connectors in total and all of them were contained in 2 chunks.
It hasn't happened yet in 0.5.3 for me (but I've had less time to play).

@BluSunrize
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Added anotehr saving hook, this tiem on the unload event (probably should have tried that earlier >_>)
This will be in IE 0.5.4, and /might/ fix things. Let's hope for the best.

@berinhardt
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Still happens in 0.5.4

@XFactHD
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XFactHD commented Aug 24, 2015

I tried something today with the debug crash through "F3" + "C". Result: If the instance is saved and exited normally, the wires stay, if the client crashes after saving the game through pressing "Esc", the wires survive the reload, but if the client crashes without saving the wires through any means, the don't persist. (Tested in Singleplayer)

@mindforger
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this leads also to my problem on how to hook into a crash, the onServerstopping is never fired nor the onUnload was fired properly for me ... but there is a chance, that the onUnload failes with a silently discarded exception, i will test that with @XFactHD ..PS is there a chance that markDirty() implicitely calls invalidate()? because you are clearAllConnections on every IEConnectable with this

@XFactHD
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XFactHD commented Aug 25, 2015

@mindforger I know that @KingLemming had similar problems with the tesseracts. If you had saved and quitted the world to the main menu and then reentered the world without restarting the client, the tesseracts would loose all there settings and just start to void everything you throw at them. Maybe @BluSunrize, you could talk to @KingLemming to see how he worked around this Forge bug.

@mindforger
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okay i just put a simple IELogger.info right at the beginning of onSave and onUnload and onServerstopping
http://pastebin.com/7NRGaRze

not does it spam the client with this event, the serverstoppping is never triggered

by the way i also opened the ingame menu one moment to trigger autosave

[18:15:30] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save New World
[18:15:30] [Server thread/INFO] [ImmersiveEngineering/]: saving IE on client
[18:15:30] [Server thread/INFO] [ImmersiveEngineering/]: saving IE on client
[18:15:30] [Server thread/INFO] [ImmersiveEngineering/]: saving IE on client

*facepalm okay now i get it, it's firing for each dimension once

@cosmicdan
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Heyas,

I only recently started playing this mod in a pack and encounter this issues 100% of the time.

I am familiar with Forge modding so maybe I can give some info.

I remember having a very similar issue in one of my mod experiments, where it would save my custom data perfectly fine in a dedicated server but the integrated server / single player was unreliable. It's been nearly a year since I worked on it and I don't know if it's the same issue, but I remember experimenting with the FMLServerStoppingEvent hook to get around it.

See example code here (note that it's commented out and literally does nothing, as I said it was experimental), maybe it can be used? If not, forgive my ignorance. https://github.com/cosmicdan/Imperium/blob/master/src/main/java/com/cosmicdan/imperium4x/Main.java#L103

EDIT: I don't have RFTools installed, but I saw that removing it solved it for another person. So this could be a mod conflict, apparently? That's a pain.

@BluSunrize
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I'm not sure if server stopping can fix this one really, mostly because I am not saving data manually, I can only mark the worlddata as dirty to be saved. We'll need to wait and see how it behaves after 0.6

@cosmicdan
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I see, you're extending WorldSavedData. Well, after reading the RFTools issue, I had a hunch that it was a different mod - I just removed Aroma Backup and the wires didn't disappear after a client restart. Could be coincidence, but this isn't the first time Aroma Backup has caused world saved data issues by far.

@hron84
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hron84 commented Sep 13, 2015

@cosmicdan i use AB to backup in my modpack too, and - as I want to focus a bit to IE - if AB causes the wire disappearing issue, I can consider to remove it. Is there any backup mod that causes less problem?

@malkuth1974
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This is an issue in my lets play also. But I have found a way around it most of the time. The trick is if you just set up a new Wire Layout to save and exit to the Menu first.. Load the game back up and then you can exit the game fully.

If you save and exit and leave the client totally (Single player only) then the new wires will not save and you will have to place them again.

Doing the work around has stopped this issue for me almost totally. You only have to do this anytime you lay a new wire or change things around. Again Save and Exit to Menu.. Then load the save file up again. After this you are safe to Save And Exit out of Minecraft completely.
Makes sense that this is a single player issue mostly because servers are usually on most of the time, and won't have this issue like a single player will.

@XFactHD
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XFactHD commented Sep 18, 2015

@malkuth1974 this is not a singleplayer only problem because a server saves the same way as the client does.

@takemehi
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takemehi commented Oct 8, 2015

I encountered the same issue in the Evolving Technology modpack which runs version 0.5.4. Every time i started up the world the SAME wires were missing. After looking for some pattern i noticed that all the wires that were not connected with wire connectors on the wooden post remained unharmed while all the connections beginning from the first wooden post were destroyed.
I replaced all the wooden posts and just used wire connectors for the connections. Since then I haven't encountered the issue again. There's definately something wrong with the posts or the way the connections are made from them.

Edit:
Forget what i wrote earlier.
Problem is back again this time with no posts used at all

@1skandar
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Yeah, I've seen this as well in my new pack: http://forum.feed-the-beast.com/threads/1-7-10-modular-mayhem.120584/ It isn't consistent, Sometimes the wires survive, sometimes they don't. Also the wooden posts occasionally won't render the arm when clicked on by a Engineer's Hammer, you have to log out and back in to get them to render.

@tehbeard
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I've just had all wires in my save disappear again. (0.5.4, Infinity mod pack)

Curiously, the uranium vein I am mining with the excavator has also reset back to full durability.

@theunkn0wn1
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Yeah... that's the bug I mentioned above. Will be fixed in the next release.
On Oct 14, 2015 2:50 PM, "James" notifications@github.com wrote:

I've just had all wires in my save disappear again. (0.5.4, Infinity mod
pack)

Curiously, the uranium vein I am mining with the excavator has also reset
back to full durability.


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#160 (comment)
.

@ujplays
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ujplays commented Nov 21, 2015

Been having this same problem in FTB Infinity Evolved, I'll log back in after exiting properly and some wires will haves disappeared. Today, I had a new experience, after logging in to my SP world, I found wires I had disconnected were still connected. The disconnected wires were still in my inventory.

I didn't start a new bug report since I suspect it might be related.

@BluSunrize
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It's fixed for gods sake. FTB is just terribly outdated.

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