1.7.10 Tornado sensor dose not work
shivachirr opened this issue · 14 comments
so ive been i just set up a few things and i need the tornado sensor. and i know in the pass it worked in 1.7.10 but now its not. i went to look in the mod files. im not expert but i do see there is not tile entity file for the tornado sensor not sure if its need for it or not i just know the sensor is no longer putting out a redstone single when a tornado is inbound
never touched the sensor config and i had a nado hit my place head on and
nothing happened
On Oct 19, 2016 12:03, "AlertIowa1234" [email protected] wrote:
and it has to be within 200 blocks to detect it aswell
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you do know im on 1.7.10
On Oct 19, 2016 16:45, "AlertIowa1234" [email protected] wrote:
try getting the 1.8 or 1.9 versions and associated forge version
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none that i know of everything else in the mod works fine and its my onlyv
we ather mod
On Oct 19, 2016 14:32, "AlertIowa1234" [email protected] wrote:
are you using any other mods that might interfere with the sensor?
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It updates using random tick events since theres no tile entity, it should work, last I tried it did.
yeah i found putting a piston next to it fixes that weridly thought i responded to this but its not here werid
like i said a piston or something next to it seems to fix it
On Nov 5, 2016 12:29 PM, "Kevin G" [email protected] wrote:
Ok tried latest everything on curse for 1.7.10, it took a solid 2 minutes
for it to realize there was a tornado and light up redstone, pretty bad,
using random ticks in the past proved reliable enough but does not appear
to be the case now.I will switch to a tile entity for 1.10.2 version, undecided if I will
backport this to 1.7.10 version.—
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Ok tried latest everything on curse for 1.7.10, it took a solid 2 minutes for it to realize there was a tornado and light up redstone, pretty bad, using random ticks in the past proved reliable enough but does not appear to be the case now.
I will switch to a tile entity for 1.10.2 version, undecided if I will backport this to 1.7.10 version.
Yeah, after some further testing I realize the problem, the first tick is random, the one after are consistently every 5 seconds even after world/game reloads, but that first random tick can sometimes take forever to happen, the piston mention probably helps, anything that might prompt for block updates around it would probably helps. After some more testing I realize I could just schedule a tick on block placement and so far it seems to have solved the consistency issue, fixed in 1.10.2: 9f0047f