Every time I start up the server, and a player joins, the wires look like picture attached.
The command prompt is showing what the server tells me what happens.
MC version is 1.9.4, Jenkins build is 46.
Can I fix this?
Every time I start up the server, and a player joins, the wires look like picture attached.
The command prompt is showing what the server tells me what happens.
MC version is 1.9.4, Jenkins build is 46.
Can I fix this?
It only happens after the first player, I can then remove and replace them, an they function fine. I also have to replace the machines for them to be connected, but they work if powered by batteries.
Which energynet do you have enabled?
Which energynet do you have enabled?
Energynet? I just have the file downloaded from the jenkins, no other add-ons. Eu I guess.
Nahhh you used the new EnergyNet of IC2^^"
So what should I do to fix this?
you only can wait... Because its wip... You can enable the old Exp EnergyNet (1.7.10) with a simply system property (which i assume you add via java argument or something google that ) with the name "IC2ExpEnet"
Since player & Aroma seem to constantly use it they can properly tell you how to enable it.
Wait, the fixed enet isnt a config but a JAVA PARAMETER!?! what the actual fuck, I hope this isnt true.
I have no idea how to access these various energynets, or how to implement these arguments. Do you mean to revert to an older jar version of IC2 and MC, or what?
Wait, the fixed enet isnt a config but a JAVA PARAMETER!?! what the actual fuck, I hope this isnt true.
It's the inverse, the fixed one is default and the Java parameter is for Player to still be able to work on the experimental one. It's not a config because it isn't the kind of thing that people would typically want to re-enable.
The bug itself is a strange one but I've seen it reported before, the enet still has edge case unloading/loading issues.
In the 1.9 version, the E-net with explosions and energy loss is enabled by default. The jvm option is there, to allow for internal use and development of the other one.
Thait enet is not publicly available in the 1.8.9 version and never will, because I don't want people to rage-quit, when they update their IC2 version and their base explodes. And because it's unstable and untested (for that minecraft version)
In the 1.9 version, the E-net with explosions and energy loss is enabled by default. The jvm option is there, to allow for internal use and development of the other one.
Thait enet is not publicly available in the 1.8.9 version and never will, because I don't want people to rage-quit, when they update their IC2 version and their base explodes. And because it's unstable and untested (for that minecraft version)
So, because some wires exploded in that region, all future wires there will fail to attach properly on server restart?
No.
My answer was dedicated to Speiger and Greg.
The thing you're experiencing is a bug, that I will look at, once I have time again. That is not connected to something exploding.
The reason that this bug exists is very simple:
1: EnergyNet uses a Delay list to process everything to reduce lag (bad idea because that can cause exploits)
2: EnergyNet does not update the wires instantly when they got a Update (Should happen the second they got added)
3: As soon the Cables receive the BlockUpdates the forget to rerender the actual block... (This is the connectivity thing)
Fun Fact thing i told Aroma already how he could solve his Delayed thing... He also has a SourceCode example for it...
Also i do not suggest to use Any Multiblock EU Consumer/Producer since the new EnergyNet has still issues with that...
That's not correct, Speiger.