[Bug]: Chemical Dispencer HANGS Minecarft
LolscopeDev2022 opened this issue · 4 comments
Initial Check
- I have checked the existing issues and this one is not a duplicate
Category
📻Smaller Devices
Description
It doesn't even crash it, IT HANGS IT.
Upon activating the Chem. Dispenser it starts "dispensing" textureless voxels for a second, then completely hangs minecraft. Because of that, unfortunately, I can't provide it with logs.
Side
Client, Server
Reproduction
- Place Chem. Dispenser, power it with RF
- Feed it with any liquid (I used Molten Metal from Tinkers Construct)
- Give it redstone signal
- Yay it wooooooooooooooooooooooooooooooooooooooooooooo- Minecraft gets hanged
Expected Behaviour
Voxels should get it's textures and Chem. Dispenser should not hang the game
Logs
No response
Other Evidence
Additional render bug:
Chemical Dispenser and Fluid Inserter don't have visible energy/data ports
Operating System
Linux
Minecraft Version
1.12.2
Immersive Intelligence Version
0.3.1-dev2
Immersive Engineering Version
0.98
This may be a Linux or video driver specific bug. I just tried this on my Windows 10 NVIDIA machine, and while Minecraft did not hang, my FPS dropped significantly. Normally MC runs at a capped 144fps but while the dispenser is running it dropped to about 100. Can confirm voxels were also untextured. Perhaps this device renderer still needs to be finished.
This may be a Linux or video driver specific bug. I just tried this on my Windows 10 NVIDIA machine, and while Minecraft did not hang, my FPS dropped significantly. Normally MC runs at a capped 144fps but while the dispenser is running it dropped to about 100. Can confirm voxels were also untextured. Perhaps this device renderer still needs to be finished.
I believe that this is an issue with the current implementation of how we handle "chemthrower" adjacent projectiles, as the issue comes up with the heavy flamer emplacement, along with hanses with throwers, and this as well. I will take a look into making the projectiles better
fixed the issue in branch #353, leaving the texture/particle work for later.