Hi !
I need to break and replace my mekanism pipe everytime I reconnect into my server as they won't transmit power anymore. It appears to be a reccurent mekanism bug (https://github.com/DarkPacks/SevTech-Ages/issues/3097). Anyone having the same issue ?
#Mekanism pipe don't transmit power anymore when reloaded
33 messages · Page 1 of 1 (latest)
do you have the pipes set to pull power or are you trying to use them passively?
Either way it doesn't work :/
I feel like it has something to do with me force chunk loading and the cable going across 2 chunks
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
also, do the pipes not fill with power or do they not transfer it to other blocks?
They do not fill
I'm powering mekanism machines yep
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
what power source is supposed to be providing the power to the cables
my gas burning generator
it's always the pipe behind the machine which empties. like the whole contraption isn't working as pipes anymore but as separate batteries
Breaking and replacing some cables works tho
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?
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
are you using c2me?
(its part of the pack, just checking if you removed it)
if so, change the useLegacyScheduling setting to true
I only added bluemap server-side, I'll try that and come back to you !
Thanks for walking me through a solution btw
That seems to do the trick !
@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)
I just pulled that feature from the 1.21.5 branch a few days ago because it was fine on fabric 1.21.5
I've already seen a few regressions with modpacks in 1.21.1 after that and I'll likely just either make enabled by default or just keep it there
though technically it is usually mods doing stuff with bad side-effects when unloading chunk
this one have been a longstanding issue in mekanism afaik
https://github.com/mekanism/Mekanism/issues/8318
that happens w/o c2me as well from the bug report
probably some unintended legacy scheduling side effects that made this not happen as often
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
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.
might be worth it to look into how these mods are handling dynamic neoforge capabilities when chunkloading
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
ah, that makes sense