Disabling EU2 chunk loader in AA config causes script failure (Server configuration scenario)
AtomicGrog opened this issue ยท 6 comments
(A minor issue when servers use alternative chunk loading abilities such as FTB)
When the chunk loader is disabled the 'ActuallyAdditions.zs' script fails around the point when chunk loader recipe is added (), leaving Dragon Mill, Iron Drum etc. uncraftable afterwards as the recipes are not added.
Chunk loader items should not be necessary at all in the pack, as FTBUtils provides server-configurable chunk claiming and loading mechanisms.
Which item specifically did you disable, and how?
Please attach a copy of your CraftTweaker.log file to this issue after reproducing the problem. That will give us enough information to determine where the failure is occurring.
Cant give you the log, am not staff on the server now, would have posted this earlier but the OF support seemed to be dead at the time.
It's worth noting that not all servers/networks use FTBUtils, if anything it's not the norm for larger networks. For example I know that CL has a custom plugin that manages chunk loaders allowance/abilities and would be using the EU chunk loader.I don't think it's done specifically, more wrapped up in the whole using 'sponge' outcome
Underlying cause: The chunk loader was disabled via: (extrautilities.cfg):
B:ChickenRing=false
**B:ChunkLoader=false**
B:CompoundBow=false
As a result the ActuallyAdditions.zs script was failing when it was attempting to create a chunk loader recipe, ie. for a device that hadnt been registered.
Fix at the time being to comment out the CL recipe in ActuallyAdditions.zs:
//Chunk Loader
//recipes.addShaped(<extrautils2:chunkloader>, [
// [<gregtech:meta_item_1:14701>, <extrautils2:ingredients:2>, <gregtech:meta_item_1:14701>],
// [<gregtech:meta_item_1:14701>, <enderio:block_alloy:1>, <gregtech:meta_item_1:14701>],
// [null, <enderio:block_alloy:1>, null]]);
Another easy fix would have to simply put the recipe last in the file... it would error but so many things error on the MC server console it would simply be lost in the wash.
Another consideration is that if as you expect the chunk loading should be managed via FTBU then the chunk loader shouldn't be scripted at all, but it is...
I'm not sure that issues like that should be fixed - it could be argued that if server owners change configs and break scripts as a result, they might as well fix them themselves.
If that's really a common thing to do though, a check can probably be added of whether or not the chunkloader exists before the recipe is gregified.
I tend to agree (with the sentiment...) but it's easy to not spot the issue for weeks after deployment and potentially painful to players who don't even have access to the server config, Suggestions i'd make are maybe:
- Put the recipe last in the script so items after don't fail
- Put comments in this and the extrautilities.cfg warning of failure if the loader is disabled
- Some kinda of FAQ entry?
I don't think the chunkloading wards are necessary and officially removing them would be fine by me.
Alternately, we could probably resolve this by adding a check to see if <extrautils2:chunkloader>
resolves to null
; if not, add the recipe. It would get cumbersome to add this to a bunch of different items though. If you change your configs from the pack's defaults, we can't possibly guarantee that things will work properly.
Alternately, we could probably resolve this by adding a check to see if extrautils2:chunkloader resolves to null; if not, add the recipe. It would get cumbersome to add this to a bunch of different items though.
It might be less cumbersome if it can be implemented by a custom function, addIfValid or something.