Mekanism Transporters-Pipez Comparison
UnknownSerhan opened this issue · 10 comments
From what I read, Mekanism is causing crashes with so many transporters on a network but pipez doesn't crash. But I tried this by myself and Mekanism doesn't crash at all. This doesn't seem to be real. Is this a lie?
I updated the description, but Mekanism still has that issue, but now it just doesn't do anything anymore instead of crashing.
If you bait the transporters (place another inventory close to the start of the network so it actually sends the items but then break the inventory really quickly), it still reaches its destination
Thanks for changing it. The items not going through long networks bug should be fixed soon, I know it because it happened to me too. The actual reason no one ever found that bug is basically because no one builds long transporter networks, people use Quantum Entangloporters instead.
This is completely real, you need to have a really long line of cables, which causes a stack overflow, because their algorithm is recursive.
That’s the problem; it was in 1.16.5 and it was a trivial fix. It is completely impossible to do it in newer versions.
The problem with that is this comparison thing is still on your website and CurseForge mod page. You mislead people because whenever someone sees that, people think that Mekanism transmitters are not good at all while they are completely fine. This is basically a lie on the newer versions. What I am trying to say is you are basically using a small bug againts Mekanism and this is not acceptable. I am asking "why?".