Flux Networks

Flux Networks

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[1.12.2][Question] Flux connection after game start

Ipsis opened this issue ยท 2 comments

commented

I have a large multiblock mod (Woot) and someone has raised an issue with me for Flux-Networks and power connection.

Basically when the Flux Point is placed down it attached to the powercell in my mod and works perfectly. However if you stop the game then restart the connection is no longer there.

Retesting with direct cabling connections from eg. EnderIO don't show this issue.

So when my blocks are first loaded the energy capability is not present as the multiblock is not formed. Once it is formed I call notifyNeighborsOfStateChange and then any future energy cap check succeeds.

My current theory is that Flux-Networks doesn't treat a neighbourChanged call as a possible new connection and that is the issue that I'm seeing.

I've had a quick look through your code, but could you tell me under what circumstances you will check for a valid energy connection?

I'm trying to work out if there is something else I need to make Woot do to ensure that the Flux Point connections will work after the multiblock forms or if I'm looking in the wrong direction.

Thanks
Ipsis

commented

I noticed no one else has commented here saying they have this issue as well, so I just wanted to say that I'm also experiencing this issue on FTB Revelation 2.7.0, with Woot (1.12.2-1.4.9) and Flux Networks (1.12.2-3.0.19-21). Furthermore, thank you for providing a stopgap Ipsis!

Also, thank you to you both for making such great mods :)

commented

This bug is so old an annoying!
Please fix it!
Disconnected point:
https://imgur.com/a/fTNPQ91