Nomifactory

Nomifactory

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Packaged Auto (and ExCrafting) does not reconnect to the network if broken and re-placed.

smudgerox opened this issue ยท 4 comments

commented

Neeve suggested I report this.

Pack Version:
1.2.2

I am using Exa's Fixes and Talcha's AE2 patch (possibly related? but it would be difficult to not use, and many other people use it as well)
Also, I have a few mods added, but none of them interact with AE directly, just storage, so I doubt they are relevant here.
(Quantum Storage, Flux Networks, Pressure Pipes)

Description:
I've recorded a short video showing the behavior, and included one other screenshot, but basically the crafters and unpackagers do not receive power from the ME cable, nor do they reconnect to the network when placed back.
https://www.youtube.com/watch?v=jGQqdpdGX_k

javaw_2020-06-16_05-31-38

Reconnecting with a cable directly (aka, not through the ExCrafter, which is annoying) will fix it usually, however I have had cases such as just now where the network does not recognize the other packager and unpackager I use for my assembly line either, it fixed itself on reboot however.

Expected Behavior:
Device reconnects to the network and receives power, and is able to be used for auto crafting.

Steps To Reproduce:
Theoretically, what I said above should be able to be reproducible however upon trying it in single player mode in a new world, the same behavior is not exhibited, so it might only be a thing with large networks?

commented

I have noticed this as well. The workaround I've gone with is placing PackagedAuto blocks first then placing the wire.

While I'm not sure what the exact cause is, I can say that it's not caused by the community fixes. It's a long-standing known issue being tracked by PackagedAuto.

commented

I've added wontfix since this is out of our control beyond a fix being implemented in the mod(s). I'll leave this issue open but unscheduled for now, and we can reference/close it in a commit when a mod update corrects the issue.

commented

Makes sense, that's the workaround I've been using and it's been fine since.

commented

Should be fixed in the latest versions of the mods