[1.2.4c-1]Auto-Fisher + more broken
thephoenixlodge opened this issue ยท 17 comments
It was not broken in 1.2.4b, but the changes in this new build have resulted in it having no texture and causing a crash when right-clicked
Crash report: http://pastebin.com/xZ2DL7id
Expanding on this, textures for a number of other items are broken too, namely the Neoprene, Scuba lens, Plastic, Yellow Plastic, Dragon spawn egg, life core and creative battery
http://i.imgur.com/NY5knjj.png
Is there a chance that the base and deluxe were labelled wrong on the Jenkins? Goes and tests
Edit: definitely not labelled wrong, getting missing blocks/items warning when loading up the world with the base version
Ok, things seem to be really weird with this version, when I had it installed before testing if the base and deluxe versions were labelled correctly, the fish feeder was working fine, as it should have been. However, after subbing the base version in temporarily then going back to deluxe, it has suddenly decided that it will once again not detect the size of the tank. I've tried completely removing the mod and loading up the world to clear all Mariculture content before dropping it back in, but it still remains broken, not detecting the tank size, whether on an existing world or a new one. It is however correctly detecting the cooling upgrades, which it wasn't in 1.2.4b.
As to the autofisher, I've also realized that it, along with a couple of other things (namely the multiblock air compressor) aren't even showing up in NEI or in the creative menu.
I don't know whether its related to the way I have it set up in the pack, or whether the version is just a bit buggy.
Here's a zip containing the mariculture config files from the install, incase that's of any use, but honestly I'm just now sure what's going on: https://www.dropbox.com/s/clhgtnhfj1d0qpd/mariculture.zip?dl=0
@mattymaats please put that in a seperate issue.
@thephoenixlodge I'll do some digging.
@thephoenixlodge build 4 should have fixed the problem please give it a go when you can :)
I think I see the issue with the textures. In dev it's using the right textures. But on compiling it's trying to use the files from mariculture/textures instead of maritech/textures. I'll see what's going on. Which might explain some other odd goings on too. In theory it shouldn't work in dev either. Not sure why it is :S
Got a crash with build 4 when hovering over the environment error tooltip in the fish feeder gui
http://pastebin.com/6SYM4wHY
No problem, Mariculture plays a big part in my pack (Regrowth) and I'm basically just play testing its features to be able to write quests about them so others can learn how to use it too
Ok, all seems to be working correctly now. One question though, is the fish tank block (which I presume to be akin to the apiarists chest from forestry) supposed to be able to store 250*54 fish with just the one block?
Yeah. I had plans to make it better for 1.3. But scrapped when I decided to stop working on this version of Mariculture. So the suckiness of it stays :p
Ok cool. I may just remove the recipe for it then - its a lot of storage for 1 block in a pack with limited storage options.
The only other thing I noticed was that the recipe images in all the books are very broken, mostly displaying some or none of the ingredients or outputs, but its not exactly a mechanic breaking issue so I'm not too concerned if you don't think its worth fixing.