The subreddit for all things related to Modded Minecraft for Minecraft Java Edition back ( usually teleports to me and goes back to his base ). Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Issue description: Steps to reproduce: place a creative filled gas tank (or a factory that produces a gas) and connect a pressure pipe with it 2.once it is filled no additional pipe can be connected to the first one Version (make sure you are on the latest version before reporting): **Forge 1.15.2-31.0.14 I'll consider adding color support in the future. As soon as I leave the machine the cabling seems to stop transmitting power as I no longer get any ingots out, but the machine is still loaded because the generator is still producing power. Hey @thiakil, Is there anything we (the devs of SevTech) can do to aid you in finding the root cause of this? Sign in xlfoodmod-1.16.4-1.2.0.jar. To transport liquids, for example, from machine to machine, connect them with pipes (shown in Picture 1). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Now we are going to play more today so if anything happens i'll keep you updated . I'm playing Valhelsia 3 (Mekanism version 10.0.9.432) This is happening a lot at the time of writing this. I really wish there was a way to stop similar transmitters from connecting together. Machines on the right ran out of power, as expected. The image of six squares corresponds to each of the six sides. I go back inside to find all cables dark, even the ones in the generator -> buffer section (the ultimate ones). By clicking Sign up for GitHub, you agree to our terms of service and We actually are - the question is if your cables automatically reconnect. By default pipes are relatively slow. Likewise, if the cable is near a machine and its side can accept energy, then the two will be connected. The pipe-to-ground pipes will not connect to pipes that are beside them. EnderStorage-1.16.5-2.8.0.168-universal.jar Also how often does this end up happening or was it only a odd one off occurrence that you haven't had happen again since? WAWLA-1.16.5-8.0.1.jar citadel-1.8.1-1.16.5.jar If a cable is next to another, the two will connect. Also i really appreciate your work , and good luck with your school :), On Tue, Jul 21, 2020 at 8:58 PM Richard Freimer ***@***. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. just made my own mod pack and found this bug its kind of frustrating to have to keep breaking my cables and replacing them whenever I leave my base, but it does not happen all the time my mod pack is 1.12.2 with the newest version of mechanism btw. The issue for 1.16 is not this issue, it is #6356 as it also can happen vertically now it seems not just across chunks. Not really, we have a couple of repro situations though I haven't had time to look. I make a change in the cable network. Mekanism: 10.0.5, 1.12.2 --> 9.8.3.390 I have this same problem too. The sneakypipes settings on the machine are set to all sides input. By default pipes are relatively slow. Already on GitHub? If there is no adjacent inventory and no pipe intersection, you may use a non-logistics pipe to connect the pipes together. You signed in with another tab or window. i know that they should be multipart compatible but that doesnt seem to work as a cant place them in the same block as a cover, edit: i mean preventing them from connecting to each other, Scan this QR code to download the app now. privacy statement. have issues connecting to Thermal Series blocks. My guess is this isn't the case but I forgot to actually confirm it with the person who reported still having this in 10.0.24 on discord, but @sippeeey are you able to reproduce it if you test without Mohist? @KingZero I think the Electorlytic Separator is one of the handful of blocks that doesn't have side configuration. I did attempt removing the whole cabling in my base. We added some mods, i.e. Mechanical Pipes and Machines wont in/out liquids. because my buddy said he replaced them all ( this did not happen to me , You do seem to have a small problem with double chests though, but it may be entirely on vanilla. Mekanism-1.16.5-10.0.24.453.jar BetterThirdPerson-Forge-1.16.4-1.5.1.jar It broke the entire RS system. Already on GitHub? Playing Valhelsia 3 with 10.0.18.445 and have this issue. (Broken cable above, working cable below with the broken/not broken connection point visible just to the left of the minimap, the "full" cables are broken). You can get that with the network probe. and our I have no fucking clue what's going on, and I'm rather annoyed that I can't just bloody use Buildcraft Pipes instead of this over-complicated bullshit. but new pipes refuse to join, **Forge 1.15.2-31.0.14 told me that it happened quite often when he leaves the chunk and comes The text was updated successfully, but these errors were encountered: Aren't they gaseuos? It happened from a different issue. openjdk version "16.0.1" 2021-04-20 And its fixed randomly after Server restart. The workaround is: Whenever you make changes in the cable network and leave, come back an extra time, but don't try to fix it. Missed the versions: lets say 15-20 away). GitHub mekanism / Mekanism Public Notifications Fork 467 Star 1.1k Code Issues 41 Pull requests 8 Actions Projects 2 Wiki Security Insights New issue Mechanical Pipes and Machines wont in/out liquids #3913 Closed This is probably also the cause of some other random pipe not connecting issues. I would be interested in seeing the latest log the next time this happens and also what the network reader outputs about the network if used on both the working section of cabling, and the "broken" section of cabling. Just use the Configurator to change the pipe colors. --Edit-- morecfm-1.3.1-1.16.3.jar And when I reconnect them at one place it usually breaks at another place. Network from gas generators to a thermal expansion energy cell was from, but from that energy cell to everything else there was no network. OpenJDK 64-Bit Server VM (build 16.0.1+9-Ubuntu-120.04, mixed mode, sharing), Minecraft Server version: fishingoverhaul-1.16.5-1.0.2.jar If you could provide a list of mods that would be useful given I am not currently sure (as I haven't been able to reproduce it) if this is mekanism, so getting a list of mods from everyone it is happening to may help narrow down what is actually causing this. If I leave again, not touching anything, everything comes back to life and working properly (as far as I could tell), I can now go back and forth and everything works as expected. OpenJDK Runtime Environment (build 16.0.1+9-Ubuntu-120.04) Higher tiers of upgrades mean a higher transfer rate. I'm almost certain that this issue has been fixed in the latest release. (now using 9.4.1.326 of mekanism but still had it happen before changing that config). Sign up for a free GitHub account to open an issue and contact its maintainers and the community. It is also used as a component to craft the next tier of item transport pipes, the Advanced Logistical Transporter . Or pull things out. I am banging my head against the wall for these Mekanism Logistics Pipes. So I'm operating a server using the Valehlsia 3 modpack on Version 3.0.11, which is running Mekanism 10.0.8 on Forge 32.0.106. I would be interested in knowing if anyone is still running into this with Mekanism 10.0.18 as various things have been fixed including some issues related to capabilities/chunk unloading/reloading. gravestone-1.16.5-1.0.6.jar 3 players on my server all experiencing same issue. Oh by the way, just as an update this seems to happen with item pipes as well, which leads me to believe there could be more pipes from mekanism that have this issue. Mantle-1.16.5-1.6.127.jar reproduce this. If this does happen, could you please provide some information on the transmitter networks of the misbehaving transmitters? The Mechanical Pipes would not pull from the tree fluid extractors. And keep working when I return to the machine. The error the server threw out in the console: https://imgur.com/i2HK5AW, This also happens for me on my friends server, and it always happens when we unload the chunks and then load them again. It's a pain to go through the entire cable and reconnecting all the cables. ItemPhysic_v1.4.18_mc1.16.5.jar For more information, please see our I have not left the chunks that the cables are in or quit to the game menu. If it doesn't change the pipe when you do then you may also need to change the mode of the configurator. And it will just drain. In my case I tested breaking an elite cable in the buffer -> machine section, between the middle and right setup. Complete the structure by placing the controller (you can break & place as often as you want) See pipe not connect Break pipe & place it again OR place a block next to the misbehaving pipe OR replace another thermal evaporation block See pipe connect tomelfring added bug confirmed labels on Oct 7, 2017 The /r/feedthebeast subreddit is not affiliated or associated with the Feed the Beast company. OreExcavation-1.8.157.jar network if used on both the working section of cabling, and the "broken" This subreddit was originally created for discussion around the FTB launcher and its modpacks but has since grown to encompass all aspects of modding the Java edition of Minecraft. CreativeCore_v2.2.1_mc1.16.5.jar When they break though, the network probe reports that no network is formed whatsoever as shown here in these two pictures respectively: https://i.imgur.com/9RHvddq.png and https://i.imgur.com/RJhZUHv.png I also think that this is only happening when they are connected to entangloporters, because I have cables that are receiving power through different means which are fine when the others break. ae2wtlib-0.3.2-1.16.5.jar For the item settings. Ok so i just joined our server , havent played on it after ive put up the It saw the Controller block from RS as a energy cube. I'm a bit worried that I may be "overcalling" state changes but it's definitely reliably working. The pipe doesn't travel too far. Lets try this again 10.0.23 is now released, so I am going to close this, if it turns out it isn't actually fixed comment and we will open this yet again. to your account, Energy cables randomly stop working sometimes , having to replace the malfunctioning one in order to repair the energy chain , and sometimes after replacing it stops 1-2 cables pieces further, [gist / pastebin / etc link here. It is the highest tier of liquid transport pipes provided by Mekanism, with a capacity of 64,000 mB and pump rate of 6,400 mB/s. This can be very annoying, especially if it fills a long way of pipes. Well occasionally send you account related emails. Screenshot of a "broken" cable according to HWYLA, showing that it isn't forming a cable network. And about the latest log , i dont think its relevant now as the cables are working . Was the pipe placed before or after the plant was formed? Currently it is impossible to run say two fluid pipes next to each other with different purposes. Recipe Shaped Crafting Usage Picture 1: The main line of a tier 2 ore-processing system. randomly loses connection to cable on worldload with multi structures #7382 added a commit to pupnewfster/Mekanism that referenced this issue pupnewfster mentioned this issue on Jul 27, 2022 Fix some issues with transmitters in inaccessible chunks #7560 pupnewfster added the Has PR label on Jul 27, 2022 I've been running into this issue with cables running through my base, each cable thinks that it isn't connected to any other cables or machines, they can be manually fixed by replacing every 2nd cable (Replacing a cable seems to fix any cables adjacent to it, possibly because of the blockUpdate?). The speed can only be increased by adding an upgrade. Be in the chunk with working Mekanism cables (I use Advanced Universal cable). Sign up for a free GitHub account to open an issue and contact its maintainers and the community. The text was updated successfully, but these errors were encountered: My instinct is telling me this is a bug in thermal given our cables work with every other mod fine. The text was updated successfully, but these errors were encountered: I believe what is happening is that for some reason the networks are not "joining" together, but I am not quite sure why or how as I am unable to reproduce this. privacy statement. It is the tier 1 of liquid transport pipes provided by Mekanism, with the lowest capacity of 1000 mB and pump rate of 100 mB/s. All pipes use the same logic ;) It's very related to a long lasting bug, which we tought was fixed in one of the latest releases (certainly in 1.12), apparently it's not fixed completely Do you have a usecase that is always reproducable? How do I set this shit up. **Other relevant version: Hello, The engine must be facing the wooden pipe for energy to be transmitted but the energy will be automatically output into the pipe by the engine. Currently it is impossible to run say two fluid pipes next to each other with different purposes. I am closing this then, as I have finally had a chance to look into this and the issue is with how forge is handling reviving caps that it invalidates it but still returns the old invalid cap from getCapability if called from an invalidation listener which then shows as not being present as it is invalid. only at my buddys side , he also had the chunk problem which u have fixed time this happens and also what the network reader outputs about the Power on the back. The internal buffer is 400MFE. Mekanism cable networks cease to exist when leaving an area and coming back, chunk-loaded or not. Rather time consuming tbh, Looks like exist limit of mekanism-pipes in one chunk. More mekanism pipes in one chunk - more chanses for this issue. Make sure you have the inputs and outputs for the machines correct the Configuator helps a ton with making sure the input and outputs are correct. Getting a lot of reports from users on my pack that they have had to stop using Mekanism pipes all together because of this. MouseTweaks-2.14-mc1.16.2.jar Well occasionally send you account related emails. --- That was added post bug. elevatorid-1.16.5-1.7.13.jar You signed in with another tab or window. Other relevant version: The crashlog here is NOT relevant in any way, I'm just posting it so you can see the modlist (the mods haven't changed but they have been updated recently to their latest versions with no impact on this bug whatsoever). lets say 15-20 away) Come back and see it all working properly again. cgm-1.0.1-1.16.3.jar I would be interested in seeing the latest log the next Even bigger guess for a solution: Once a structure is validated (and maybe even invalidated) let all things that interact with the "outside world" (valves & blocks) execute a block update letting blocks next to it know its state has changed. Minecraft 1.12.1 The pump process automatically starts from the supplying machine (e.g., a pump). i can connect and disconnect empty pipes with the configurator. I also haven't found any information online on how that distance gets determined. MC 1.12.1, This is happening in Modern Skyblock 2.4.4 Click the extracting part of the pipe to change modes, add filters or add upgrades. But you have to be careful not to match an existing underground pipe, or your pipes will be filled with a different oil. When returning both Mekanism power sections have stopped working (the generator -> buffer ultimate cable and the buffer -> machines elite cable). CodeChickenLib-1.16.5-4.0.4.435-universal.jar Reply to this email directly, view it on GitHub https://gist.github.com/ProsperCraft/92c7b09dc4d4ba649367a233ffd63ba6, [ic2-poolthread-20/WARN] [ic2.EnergyNet]: Tile mekanism.common.tile.TileEntityEnergyCube@ebf03d8 (dim 0: 86/59/139) removal without registration. I havent been able to reproduce it after increasing the limits for tickets in forgeChunkloading.cfg to well beyond the number i have loaded. Even when nothing is using it. It is also running SpongeForge 1.12.2-2768-7.1.5-RC3512. This is on a cable crossing ~12 chunks to power a Digital Miner. This is where you assign a specific colored slot to the sides of your machine. I'm having the same problem in sevtech 1.0.7 (mekanism 1.12.2-9.4.10.345) so I'll add my setup in case it helps finding the issue. AS Chaos234 pointed out, the Electrolytic Separator inputs fluids (mechanical pipes) and produces 2 gasses. I checked the server logs for the last week, and while there were some references to Mekanism finding unexpected tileEntities (always expecting an energy cube and finding something else), none of these were referencing blocks within the network I know to have broken. Mekanism cable networks are breaking when leaving an area and re-entering it. I'm trying to set up two Crusher Factories and a Purification Factory to turn cobblestone into gunpowder. Note: This type of pipe only transports liquids; for gases there are the pressurized tubes. appliedenergistics2-8.4.4.jar By clicking Sign up for GitHub, you agree to our terms of service and Mekanism machines will not spill your items all over the floor! Leave the area about ~16-32 chunks out and then come back, the cables will have no green in them and will not transmit power. two pipes filled with the same gas are also (re)connectable. The text was updated successfully, but these errors were encountered: Could you please provide a log file when this is happening? And you can do that till it has thousands of MFE units. Just leave again and it recovers. MekanismAdditions-1.16.5-10.0.24.453.jar simplegens-1.16.5-3.0.9.2.jar Right-clicking a Fluid Pipe with an Engineer's Hammer in it's connecting spot will prevent it from connecting, or allow it to connect if it has been disabled. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. This upgrade abnormality is there to prevent it from breaking the laws of thermodynamics. By clicking Sign up for GitHub, you agree to our terms of service and That makes debugging a lot easier. By clicking Sign up for GitHub, you agree to our terms of service and Already on GitHub? You signed in with another tab or window. Forge 14.22.1.2478 the default was less than that allowed to be loaded with its map system. Privacy Policy. Server java version: Indeed, use micro blocks for now. The pipe connects to the top of an elite purifying factory. to your account, Hello, The text was updated successfully, but these errors were encountered: Closing this as it is fixed in 9.9.9, which is now released and on curseforge. If it matters, I'm not loading the Electrolytic Separator with mekanism pipes; I'm loading it with an ExtraUtils2 Fluid Transfer Node. You see, I don't actually have a log file as I don't own the server, I'll contact the owner about it, though when we were testing, she couldn't figure it out either, so I'm assuming that the log didn't help much, I'll still see if I can get it though. area is completely chunkloaded. XaerosWorldMap_1.18.3_Forge_1.16.5.jar But than the power problem with mekanism started. Deleting even the machines doesn't help. I did find however that when I restarted the server (to get the log files), the cables had fixed themselves after the restart, so this may be a workaround for users experiencing this issue. Updated my reproduction path a bit more to make the error appear more reliable. and our Currently it can transport: Hydrogen Oxygen Water Vapor Chlorine Sulfur Dioxide Sulfur Trioxide Sulfuric Acid Hydrogen Chloride Fissile Fuel Polonium Nuclear Waste Spent Nuclear Waste Ethylene Sodium Gaseous Brine Slurry Crafting Recipe 8 Blocks ChunkAnimator-1.16.5-1.2.4.jar I've ran into this problem on my server too. We were using extra utils chunk loaders, but switching to ftbutils for chunk loading fixed the problem completely. Xaeros_Minimap_21.22.2_Forge_1.16.5.jar So i have a problem with getting chloride from electrolytic separator to the chemical infuser with mechanical pipes (even tried it with transfer nodes and ender io conduits and doesnt work). 4 7 comments Best Add a Comment I have to break all of them to have a complete network again. I was thinking of ways to automate industrial foregoing's plastic and got an idea for it. Even using a pipe one a machine with autoeject turned on works just fine. You signed in with another tab or window. It requires sticking a debugger onto the game and trying to find what's not updating properly - the transmitter code is rather complex. Also, the cabling storage amount will keep going up infinity, as you disconnect the problematic section. Advanced Smelter, Rotary Cond. **Mekanism: 1.15.2-9.9.8.400. Cucumber-1.16.5-4.1.12.jar FluxNetworks-1.16.5-6.1.7.12.jar The Basic Pressurized cable transferring Oxygen breaks whilst the Basic Pressurized transferring Hydrogen works perfectly. It is randomly, sometimes the multi block structures are connected and any other are disconnected. Is it something that happens after server/game restart? Is also happens with the "induction casing battery" or "Thermal Evaporation Tower". Tesseract Not connecting to Pipes Deathkeeperx Feb 8, 2013 Please make sure you are posting in the correct place. The latest is 9.4.1.326 for 1.12, This keeps happening with me in AllTheMods 3 v3.2b for all types of cables/pipes/transports. Click the extracting part of the pipe to change modes, add filters or add upgrades. Also, the server was throwing out a error with the Mekanism energy cube. Also take a look at the closed issues! I believe what is happening is that for some reason the networks are not Giving an old one and saying, I only updated everything after it isn't so helpful. Space-Bosstools-1.16.5-5.4.jar <. Im getting kinda frustraded lol. Is there an ETA on a resolution for this? This factory should accept oxygen, but none is going in. Sign in WailaHarvestability-mc1.16.x-forge-1.1.15.jar alexsmobs-1.12.1.jar https://imgur.com/a/AmmZApx. This is still a bug in version 1.12.1-9.4.1.326 on ATM3 Version 4.1 or 4.2. However, as you can see with my screenshot, it seems like it's not compatible despite every tutorial using mechanical pipes. In a Custom Modpack for my modded server. Forge: 2460 This may help to find the cause. After leaving area (dimension) and returning, Energy Cube will no longer accept input but continues to output. The machines are passing from one to another in an assembly line fashion without problem. Sign in I've had to go to great lengths to stop my Hydrogen and Hydrogen Chloride supplies from mixing together :( On top of that is a fully infused RFTools Advanced powercell with the side facing the ultimate cable set to output. ], the pipes / cables wont connect when the cell face is configured; If a cell in configured while cables are connected to it, the cables will disconnect. The Pipe can take in more if the Device can output itself and there is enough buffer in the network. Already on GitHub? Which means I have to try to find another mod with compatible gas transport. Just had this happen a second time on my server, after i went to another dimension then came back. Refined Storage bugged out when I connected external storage to a Immersive Engineering fluid tank. invtweaks-1.16.4-1.0.1.jar I don't know how easy this is, but try connecting up an entangloporter outputting to a bunch of universal cables connected to a whole bunch of machines and stuff. --- randomly happens to different sections of cable, sometimes replacing a section of cable fixes it, others you have to replace an entire length of cable. I can confirm replacing the cables and restarting the server wakes up the cables until it happens again. Running Minecraft 1.12.2 EOD Synthesis (it has Mekanism 1.12.2-9.4.3.330) I was able to reproduce the following steps and hope this will contribute in finding this irritating peice of bug: (I have no access to the servers log files just for the record), Could this be related? kotlinforforge-1.16.0-obf.jar You signed in with another tab or window. privacy statement. Pressurized pipes won't connect to the dynamic valve, and BC fluid pipes, even though they connect, don't carry Mekanism chemicals. The grid would stay on, when it was fully cut off from power and the network. I checked it many times and the upload was never interrupted when I moved away from the device. I am playing Valhelsia 3 and I can confirm that this issue is still happening as of Mekanism v10.0.17.444. Now he Forge 14.22.1.2484 Last we checked it worked fine in 1.12, but either way 1.12 is out of support so if it somehow broke again I am afraid you are out of luck. MC Version: 1.16.1 That's what I'm not sure of. Before you remove the pipe error (though I think it is a bug in the device script that interrupts sending the product to the pipe) use to ship the product directly from the device to the Quantum Entangloporter wall (without the pipe). Leave the area they are in (at least 32 chunks away). On the other end of the ultimate cable is an additional advanced powercell used as a power buffer to ensure power to machines. Attached screenshot where you can see the power just stops. Please use the search functionality before reporting an issue. Already on GitHub? Happened to me today a few cables stopped working (i guess they were in a different chunk) had to rebuild the cable network We've got a reproducible case with only Mekanism installed, however not had enough time to narrow it down to some misbehaving piece of code. To the right is a 3x ore setup. It got "fixed". It is a known issue that we have not figured out. Morpheus-1.16.5-4.2.70.jar only a odd one off occurrence that you haven't had happen again since? Sign in I believe this is fixed in 10.3.2 (for MC versions 1.19.1 and 1.19.2), if anyone can reproduce it on that version or newer please let me know and I will reopen the issue. valkyrielib-1.16.5-3.0.9.5.jar CraftTweaker-1.16.5-7.1.2.468.jar when breaken the pieces that where in the chunk that wasn't always loaded(outside 3x3), and only replacing them. section of cabling. Started with the Refined Storage controller losing power but most recently I have noticed several Mekanism machine were losing power. Already on GitHub? One of the players on my server complained that Mekanism cables weren't powering their IC2 machines anymore. Well occasionally send you account related emails. Mekanism 9.4.1 Their transmission limit of 320 RF/t can handle all engines so far. ***> wrote: I'm on a server running mekanism 10.0.6.429, these are my mods: https://imgur.com/a/U4AKxXh, Edit: It also seems to be occuring a bit randomly now as it hasn't happened in a while but when it happens it's because we enter the chunks in a portal or unload and load them again, I have had this issue recurring for several weeks now. Sorry about that, forgot that service is read-one-then-delete. Already on GitHub? Additionally, you can interact with any of the cables, pipes, transporters, or tubes to set their connection type between machines/inventory and their redstone sensitivity.
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