[1.18.2] [SMP] after server restart some pipe not connected to mekanism multiblock
ptk2003 opened this issue ยท 12 comments
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Bug description
after server restart some pipe not connected to mekanism multiblock, - visually they are connected, but nothing transfert.
energy pipe to (insert) induction matrix - every server restart
fluid pipe to (insert) evaporator - every server restart
gas pipe to (insert) industrial turbine - random (~50% chanse)
gas pipe to (insert) fission reactor - random
fluid pipe to (insert) fission reactor - random
gas pipe to (insert) thermo. boiler - random
Steps to reproduce the issue
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Expected behavior
A clear and concise description of what you expected to happen.
Log files
latest (after server boot) https://gist.github.com/ptk2003/73501d9e058e05a75e241b0c00beeab5
debug (after server boot) https://gist.github.com/ptk2003/50acaa914150e7856c0bb40f47cb75fa
Versions
1.18.2-forge-40.1.51
pipez-1.18.2-1.1.5
Other mods
Mekanism-1.18.2-10.2.3.463
Screenshots (Optional)
Screenshots of the issue.
I'm having this problem too, but in the latest version of 1.16.5, it happens not only with multblock but all machines in general, especially the gas and energy pipes, I have to remove the tip and put it back to work again
Same problem in 1.16.5. Mekanism's multiblock will always refresh when chunk loads, and the ports of multiblock are only connectable when the multiblock is formed. So pipes will always reconnect, but Pipez does not handle/process that correctly.
And the pipes' input(pull) must be reconfigured after chunk reloads. I think Pipez must keep the pipes' input(pull) until the multiblock is formed correctly.
(Just my guess)
This is a critical bug. I think it should be fixed as soon as possible.
Not same. We have same in 1.16.5, but it enother in 1.18.2 - destinations not connected (look as connected)
And we have forced loaded chunks (by chunkloader).
- Remove equalBlockState Check and always do pipeDirty when neighborChanged
- Don't setConnecting false when Capability isn't available
This 2 modifications should fix this issue.
If it would be that simple I would have already done it.
Changing this would mess up a whole lot of other stuff.
Still happens in 1.19.2
@henkelmax
But it should be possible to always check, if the block state changes or not? I mean how are the mekansim pipes doing it then?
- Remove equalBlockState Check and always do pipeDirty when neighborChanged
- Don't setConnecting false when Capability isn't available
This 2 modifications should fix this issue.
Do you have a fixed version of this mod? Or at least tried out changing the code?
Any updates to this problem ?
I just destroyed my Fission Reactor with a server restart. xD
(1.18.2)