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Vault multiblocks briefly separate after being moved as a contraption, interfering with threshold switch readings.

Mamumimi opened this issue ยท 2 comments

commented

Describe the Bug

This behavior occurs with all contraption anchors, although I've had the most success visually reproducing it with a mechanical bearing.
When a vault multiblock structure ceases to be a contraption and becomes blocks placed in the world, the blocks very briefly separate into individual vault blocks before reassembling. This in turn causes threshold sensors attached to the vault blocks to very briefly obtain readings based on individual vault pieces instead of the vault multiblock as a whole, which can interfere with the control systems of a moving factory type contraption.

Reproduction Steps

  1. Start with one vault block and completely fill it with levers
  2. Attach a threshold switch and redstone lamp to the side of that vault and configure the switch to sense levers
  3. Expand the single vault to a 3x3x1 vault multiblock
  4. Attach a threshold switch and redstone lamp to any other vault block in the new multiblock and configure the switch to sense levers
  5. Glue the components together and attach them to a mechanical bearing, lever-controlled clutch, and a creative motor running at 1rpm
  6. Toggle the lever and observe how the threshold switches briefly give readings based on the contents of individual vault blocks and not the multiblock as a whole. Also notice how the connected textures of the vault briefly separate. The first threshold switch will say the vault is full and light its respective redstone lamp, while the second switch will say the vault is empty. After a brief moment, they will both show the same value as the multiblock structure reforms.

Expected Result

Toggle the lever and observe how the threshold switches both give the same accurate reading based on how many levers are in the vault multiblock regardless of the state of the contraption. The connected textures will remain connected.

Screenshots and Videos

contraption enabled
contraption disabled frame 1
contraption disabled frame 2

Crash Report or Log

No response

Operating System

Windows 10

Mod Version

0.5.1d

Minecraft Version

1.20.1

Forge Version

47.1.0

Other Mods

appleskin-forge-mc1.20.1-2.5.0.jar
inventorysorter-23.0.0.jar
jei-1.20.1-forge-15.2.0.22.jar
journeymap-1.20.1-5.9.11-forge.jar
moreoverlays-1.22.1-mc1.20.jar
multimine-1.20.1.0.jar
oculus-mc1.20-1.6.4.jar
rubidium-0.6.5.jar
sophisticatedbackpacks-1.20.1-3.18.54.870.jar
sophisticatedcore-1.20.1-0.5.77.347.jar
theoneprobe-1.20.1-10.0.1.jar

Additional Context

I've got a self-sustaining tunnel bore/track layer contraption which automatically funnels the cobblestone it mines into an attached track factory. The track factory (and excess material dumping) is controlled by threshold switches. Due to the faulty readings given by threshold switches after the tunnel bore gets pushed by pistons, the contraption is constantly dumping what it thinks is excess material and also sends start/stop signals to the factory so frequently that it causes the factory to break, bricking the whole contraption. I can't use a low-pass filter to ignore the faulty inputs due to how fast the contraption moves, and I also can't control the priority order of the different inventories of the multiblock to avoid the issue.

commented

This issue also affects fluid tanks.

context: I am using a rope pulley on gantries to top off a lava pool that is large enough to be considered infinite. I use a threshold switch to let the contraption fill up its fluid tank when empty, but it incorrectly thinks it is empty whenever the contraption is moved by the gantry.

commented

fixed in 1232a08