BuildCraft|Core

BuildCraft|Core

7M Downloads

Buildcraft engines don't emit power to universal cables

AdamosX opened this issue ยท 7 comments

commented

Can you help me with this issue?
I'm trying to update Mekanism to new BC API and that's one of the last things I have to fix.
Source code: https://github.com/Adamos007/Mekanism

commented

That might be the case! I remember similar issue with TE tesseracts. Thanks!

commented

Are Universal Cables IEnergyHandlers which accept energy properly? Or do they extract energy themselves? Seeing as Mekanism uses Forge MultiPart, I highly expect the latter to be the case.

commented

@adamos007 - I don't think you can fix it, though. Your best bet is me changing how engines work a bit, and that might actually happen, however - no promises there.

commented

I don't know. @unpairedbracket has started the official update: mekanism/Mekanism#1949

commented

@asiekierka Our cables do use IEnergyHandler normally - it tends to work fine but is causing crashes with the way BuildCraft caches adjacent tiles. Presumably this is the reason you expected us to be using it differently? It's certainly the reason we did the manual extract thing with our IC2 support. I'll create a new issue about the crashing, I think it might be something that can be fixed on your end more easily than ours.

commented

@unpairedbracket - What is the exact crashlog? Pipes are supposed to refresh a tile if the adjacent tile triggers a block update OR if the adjacent tile isInvalid().

commented

OK. He managed to fix it. Your changes are unnecessary. Thanks anyway!
Can I close it?