#Mekanism pipe don't transmit power anymore when reloaded

33 messages · Page 1 of 1 (latest)

shrewd pike
clever spade
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do you have the pipes set to pull power or are you trying to use them passively?

shrewd pike
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Either way it doesn't work :/

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I feel like it has something to do with me force chunk loading and the cable going across 2 chunks

clever spade
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that is probably a factor, yeah. what are you powering? there are some mods that handle their capabilities differently and the pipes wont recognize the connection initially

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also, do the pipes not fill with power or do they not transfer it to other blocks?

shrewd pike
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They do not fill

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I'm powering mekanism machines yep

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I'm moving those machines anyway but that's a weird one, maybe because the chunks are force loaded, they behave weirdly when I connect and mekanism bugs out idk

clever spade
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what power source is supposed to be providing the power to the cables

shrewd pike
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my gas burning generator

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it's always the pipe behind the machine which empties. like the whole contraption isn't working as pipes anymore but as separate batteries

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Breaking and replacing some cables works tho

clever spade
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so mekanism to mekanism, with the energy pipe on the energy output side, set the pull energy. and the chunk border is not right against the GBG right?

shrewd pike
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Exactly, the border is almost in the middle of my screenshot, I saw it because the cable are visually unlinked (weird phrasing sorry but you get it, instead of being continuous, one end looks like a dead end, the other shows a void face) when i reconnect sometimes

clever spade
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are you using c2me?

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(its part of the pack, just checking if you removed it)

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if so, change the useLegacyScheduling setting to true

shrewd pike
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I only added bluemap server-side, I'll try that and come back to you !

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Thanks for walking me through a solution btw

shrewd pike
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That seems to do the trick !

clever spade
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@zinc furnace not sure if you are keeping a list, but it may be worth working through a list of things incompatible before removing that setting that is slated to be removed (in relation to C2ME useLegacyScheduling setting and oddness with chunk loading)

zinc furnace
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though technically it is usually mods doing stuff with bad side-effects when unloading chunk

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that happens w/o c2me as well from the bug report

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probably some unintended legacy scheduling side effects that made this not happen as often

clever spade
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yeah, i expect that its poor mod code. unfortunately, if the answer is always "works without c2me, disable c2me", it would fall to you to either fix it or somehow let people know otherwise it becomes a "c2me breaks X" problem rather than "X wont fix their code" problem

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just wanted to make sure you were tracking when these things are more problematic since you had the comment This is currently deprecated and will be removed in the future.

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might be worth it to look into how these mods are handling dynamic neoforge capabilities when chunkloading

zinc furnace
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that's not the problem
The problem is usually the energy network or whatever pipe network, including the wireless ones
when a chunk is unloading they disconnect from the network,
but they either trigger chunkloads, which can cause deadlocks, or just skip disconnecting certain stuff because their neighbor chunk is already unloaded

clever spade
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ah, that makes sense