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Mechanical Pipe disconnected on game start #256

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blackdrag opened this issue Aug 2, 2014 · 7 comments
Closed

Mechanical Pipe disconnected on game start #256

blackdrag opened this issue Aug 2, 2014 · 7 comments
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@blackdrag
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This is from the Yogscast complete pack (2.9.2.3) which contains 0.34A2 of Big reactors and Mekanism 6.0.5.46. and Minecraft 1.6.4

I made a test setup in which I transport steam and water between my turbines and passive cooled reactor using the Mekanism mechanical pipe. This seems to work well, but when I quit the game and log in again the pipes are no longer connected to the coolant ports outside of the chunk I start with. A block update seems to be enough to trigger the pipe connection again.

I assume this is because of BigReactors, because this kind of behavior is not known otherwise to me. For example a connection to tanks from Open Blocks and Thermal Expansion are kept after relogin, even if they are in a different chunk.

@erogenousbeef-zz
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Can you provide a screenshot? I spoke to Aidan about something similar to this roughly a month ago. I believe he found and fixed something around then.

@blackdrag
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First of all the pictures are a bit messy, because it is from a creative mode test world and I tried out many different system with tesseracts, fluiducts, EnderIO stuff, and of course AE/Extra Cells, before I started with mekanism.
The first picture shows the mechnical pipes at the reactor. The left most two steam ports where connected when leaving the world, and are not anymore after loading it again.
2014-08-03_19 41 44

The next picture shows a turbine with the mechanical pipe normally connecting two steam inputs and one water output.
2014-08-03_19 42 07

The next two pictures show the pipes after I connected them again to the turbines, as well as some tanks I put in there for testing, which stayed connected
2014-08-03_19 42 57
2014-08-03_19 43 48

@Master-Jynx
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This happens with all Mekanism pipes and power cables that are connected to BR blocks
I have to reconnect all the plumbing and wiring to my reactors and turbines, everytime a load up my game.
I'm just making a guess here, but I believe that Big Reactors' multi-block are recreated each time their chunk is loaded and the pipes are only attempting a connection while only the base blocks exist
and the base BR blocks are not configured to connect to the pipes/cables, until after the multi-block
structure is recreated.
The bug can be fixed by having the ports perform a block update right after the mult-block structure is recreated (and each and every time it does so)

@erogenousbeef-zz
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The blocks already do perform a block update when the multiblock is recreated: https://github.com/erogenousbeef/BigReactors/blob/release-0.3/erogenousbeef/bigreactors/common/multiblock/tileentity/TileEntityReactorPowerTap.java#L52

As this works fine with TE, I'm closing this as a Mekanism bug.

@blackdrag
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mekanism/Mekanism#1649

@blackdrag
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erogenousbeef, I don't think onInventoryChanged() causes block updates of the like that placing a block in the world does

@erogenousbeef-zz
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In the 0.4 branch, I've got the entities sending tile and inventory updates when they finish loading; hopefully that solves it.

erogenousbeef-zz added a commit that referenced this issue Aug 9, 2014
…fications to clientside

After a convo with Aidan & Skyboy last night, this should help resolve
both functional and graphical problems with certain types of
pipes/conduits not connecting
MrMetric pushed a commit to MrMetric/BigReactors that referenced this issue Feb 15, 2015
MrMetric pushed a commit to MrMetric/BigReactors that referenced this issue Feb 15, 2015
…tile change notifications to clientside

After a convo with Aidan & Skyboy last night, this should help resolve
both functional and graphical problems with certain types of
pipes/conduits not connecting
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