On a Single-playerworld i tried to fill a fuel-can with three biofuelcells this worked, I was going to fill the rest with gunpowder,
but as I relogged the progress on the fuel-can was lost, also the three biofuelcells were lost too.
Bug:[canning machnines after relog]
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On a Single-playerworld i tried to fill a fuel-can with three biofuelcells this worked, I was going to fill the rest with gunpowder,
but as I relogged the progress on the fuel-can was lost, also the three biofuelcells were lost too.Lol, its still not fixed? I got that Bug in MC 1.8.1 and forgot to report it. XD
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Going to be fixed.
PSA: What is really delaying the release is FML. We have found using world ticks as a potential fix for the energynet bug, but FML only provides the ModLoader interface right now, which only provides render ticks. We're waiting on cpw to take off the final from the tick callback so we can override it.
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PSA: What is really delaying the release is FML. We have found using world ticks as a potential fix for the energynet bug, but FML only provides the ModLoader interface right now, which only provides render ticks. We're waiting on cpw to take off the final from the tick callback so we can override it.
I found Computercraft + Splittercable as a fix for that Bug, its working great if you have a Chunkloaddetector and a Splittercable.
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Nothing to be fixed, try replacing the canning machine.
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Nothing to be fixed, try replacing the canning machine.
Actually the Bug is, if a Canningmachine has progress (like one Coalfuelcell + only 4 Gunpowder), it will not be saved after chunkreload, and the progress is lost in SSP and SMP.
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Going to be fixed.
PSA: What is really delaying the release is FML. We have found using world ticks as a potential fix for the energynet bug, but FML only provides the ModLoader interface right now, which only provides render ticks. We're waiting on cpw to take off the final from the tick callback so we can override it.
In ModLoader.java:
Code
Display More/** * Indicate that you want to receive ticks * * @param mod receiving the events * @param enable indicates whether you want to recieve them or not * @param useClock don't receive render subticks, just world ticks */ public static void setInGameHook(BaseMod mod, boolean enable, boolean useClock) { ModLoaderHelper.updateStandardTicks(mod, enable, useClock); }
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We need both ticks, not just world.