Pipes lose pressure on load when they cross chunk border
Hiranus opened this issue ยท 16 comments
Describe the bug
When loading game pipes "break" and lose pressure. Its like they dont see that there is a pipe right next to them, just in different chunk. To fix this I have to break all the pipes that cross chunk borders and replace them.

Here's a video showing the issue. I loaded the game and had to replace pipes because they were leaking pressure (notice that hissing sound). The game was saved with ~3.25 bar in the system.
https://streamable.com/a1s5uu
How to reproduce the bug
Build something simple that crosses the chunk border, save and load the game, and try to pressurize the system.
Expected behavior
Pressure is kept in the system after reload, even if some pipes in network are in chunk that is not loaded.
Additional details
I play ATM10 pack, version 1.7a
Which Minecraft version are you using?
1.21
Which version of PneumaticCraft: Repressurized are you using?
8.2.3
Crash log
No response
I'm afraid I can't reproduce this. I did the following:
- Create a tube network crossing a chunk boundary
- Put a creative compressor (0 bar) on one end, verified all tubes are at 0 bar
- Quit world, log back in
- Raise creative compressor to >0 bar
- Observed all tubes pressurized, no leaks
Not sure what's happening in your world that isn't in mine. I've also tried various combinations of forceloading one side of the network and not the other, teleporting away and back, switching dimension etc., and I haven't seen any leaks along chunk boundaries at all.
Maybe there's something in ATM10 that causing problems (don't know what "optimisation" mods are in that pack, but they're a good place to start looking).
Having the same issue here, pipes get disconnected at chunk borders.
Running the mod on a server with the Craftoria modpack, (pack version 1.5.0, mod version 8.1.4)
Issue happens when the server is restarted.
I don't see that mod in my mods list
@LyraGhost can you try without the Connectivity mod? Would be good to get corroboration on that one.
I think I'm having the same issue. Whenever the server restarts and I enter my PC:RP area, I hear hissing and have to break and replace the noisy pipes to fix pressure loss. They still render as connected, but leak pressure and make noise.
I am also having this issue in mod version 8.2.9 Pipe is visually connected and it seems that "plugging" any side (even a non-connected side) with the wrench will cause an update that stops the leak.
could be related to the ticking event issue in #1410, albeit in this case presumably its that the pipe isnt being ticked on chunk loading, thus the connection isnt being re-validated
I have been seeing this now as well with pipes that face SOUTH into another chunk, placing or removing a block above the pipe however fixes it
or alternatively, some other network also crossing the same chunks can also work around the issue, which is probably why there isnt a lot of reports of this as its quite likely for users to also have other networks or machines around the same area
in this case if i have the ID variable store (big blue block) present in this simple network, the pipe issue doesnt occur, but with the block removed and thus the network stays in the one chunk, the pipe issue will be present on world/chunk load
note that PNC pressure chambers dont seem to count to this, while they dont seem to have any chunk border issues on their own, they also inversely will not trigger the pipes to re-validate
also note as well that in these examples above I have the chunks force-loaded via FTBchunks, this can possibly attribute to the issue as it may change how chunk load events are ordered
So I've tried more than once to reproduce this, and I still can't. No matter what combination I try, I can't make tubes leak. So I really have no clue what makes it happen for some people.
I've placed down a compressor in a chunk that's force-loaded with FTB Chunks, and run tubes from it into other chunks, some of them force-loaded, and some not. Then I've tried logging out, and stopping/restarting the server, and tubes are always fine when I reconnect. I've also tested with FTB Chunks offline force-loading enabled and disabled. I've tested in a single-player dev world, and on a SMP dedicated server.
I have been seeing this now as well with pipes that face SOUTH into another chunk
Tried this too, no leaks.
Nothing I do is making tubes leak.
Update: I got an example of a structure which breaks in FTB Oceanblock 2. Copying that structure into my dev world (and positioning it exactly the same relative to chunk boundaries) gave me a structure that does not break on reload. I do have FTB Chunks in the dev world, and chunks were loaded in the same way as on the OB2 instance.
Therefore it looks extremely likely that some other mod (which is in both OB2 and Craftoria) is messing up PNC's neighbour detection code for tubes when they first load.
I can confirm I have the same problem; Pipes disconnect on ALL chunk boundaries, and it happens specifically when a chunk is unloaded, then reloaded later (e.g you warp away to do something, and then later on, jump back again, loading the area).
I can also confirm I do NOT have the Connectivity Mod, though I have experienced the same issue with Mekanism multiblocks such as (and most notably), fission reactors.

