Filling with ic2:te blocks

  • I can give myself ic2:te blocks simple enough with /give @p ic2:te <amount> <state> (example: /give @p ic2:te 1 46 will give me 1 Iron Furnace), but how do I use ic2:te blocks in the /fill command?


    I tried /fill <x1> <y1> <z1> <x2> <y2> <z2> ic2:te 46 but it tells me 46 is too big and the number must be at most 15. Using a number from 0 to 15 just fills the specified area with untextured blocks called "ic2.te.name".

    I tried /fill <x1> <y1> <z1> <x2> <y2> <z2> ic2:te#46 but it tells me there is no such block what that name.


    Do ic2:te blocks just not work properly in the fill command?

  • I don't think te blocks work properly in commands and structure blocks at all. I remember that I filed a bug report about this in Feb. 2018, but I can't find the bug report now. (maybe 2325 and 2335 as they are the missing ones in that period of time) My screenshots were still there though.

    IC2 reactors has 196,627,050,475,552,913,618,075,908,526,912,116,283,103,450,944,214,766,927,315,415,537,966,391,196,809 (2754) combinations. HAYO!

    :Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log:

    My avatar is from a video of Operation Upshot-Knothole.


  • Have you tried "te 1 46" like in the previous command?

    That's not how that works. The 1 in that /give command is for quantity and the 46 is for block state. The /fill command has no parameter for quantity and the block state parameter only accepts 0-15 whereas what I want is in the 40s.

  • Well even if the command did successfully execute the blocks placed will be useless anyways. As for the block state parameter issue I suggest creating a bug report for it.


    IC2 reactors has 196,627,050,475,552,913,618,075,908,526,912,116,283,103,450,944,214,766,927,315,415,537,966,391,196,809 (2754) combinations. HAYO!

    :Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log:

    My avatar is from a video of Operation Upshot-Knothole.


  • The problem is with ic2:te blocks (most are machines). Lacking the ability to place massive amounts of machines makes testing large builds in creative really annoying.

    IC2 reactors has 196,627,050,475,552,913,618,075,908,526,912,116,283,103,450,944,214,766,927,315,415,537,966,391,196,809 (2754) combinations. HAYO!

    :Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log:

    My avatar is from a video of Operation Upshot-Knothole.


    • Official Post

    All the vanilla block (re)placing commands trip over IC2's blocks which have TileEntities as they both fail to set the initial state properly then subsequently don't send the client information about the block(s). There was a work around for this in 1.8 in the form of a custom IC2 command which handled it correctly (as well as supporting placing blocks by name like the recipe files rather than ID) which clearly wasn't ported after the 1.9 update. Suppose it might be worth porting now if people want it again.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.