very very very hard.
it will keep TE and energynet connections causing explosions every tick (but without any damage expect "exploding" block)
tested in SSP*
very very very hard.
it will keep TE and energynet connections causing explosions every tick (but without any damage expect "exploding" block)
tested in SSP*
Problem is, only one tester had issues with ghosts.
If you can help me out, I'd appreciate
this is save file for world.
run this, place energy crystal into MSFU and then place batbox in front of transformator.
currently i have no pirated fraps by hand and not able to provide video right now, if it wont work for you i will provide video with step by step instruction.
I had this constantly with 1.103: if you attached a low-volt machine to a hight-volt line (e.g. macerator powered by MFSU) it caused an explosion, but that explosion never vanished until you reloaded the world. Not sure though if this had been fixed in 1.106.
I was using only vanilla MC + IC² + Forge.
Problem is, only one tester had issues with ghosts.
If you can help me out, I'd appreciate
I'd love to help, since I encounter the bug all the time. What kind of information do you need?
Though it won't cause a crash log and will disappear when I reload the world, so I have no idea where to get debug information.
Here's the video (uploading atm): http://youtu.be/R2lxmGfVsT0
Minecraft 1.3.2
Forge Mod Loader 3.0.196.366
Minecraft Forge 4.1.1.251
mod_TooManyItems 1.3.2 2012-09-13 (doesn't make any differenece though)
IndustrialCraft 2 1.106
Problem is, only one tester had issues with ghosts.
If you can help me out, I'd appreciate
Hmm my own Machines are Exploding properly, when E-net-Input is a bit too strong for them. Maybe this little piece of Code will help:
public void doExplosion(int aAmount) {
float tStrength = aAmount<10?1.0F:aAmount<32?2.0F:aAmount<128?3.0F:aAmount<512?4.0F:aAmount<2048?5.0F:aAmount<4096?6.0F:aAmount<8192?7.0F:8.0F;
int tX=xCoord, tY=yCoord, tZ=zCoord;
worldObj.setBlock(tX, tY, tZ, 0);
worldObj.createExplosion(null, tX+0.5, tY+0.5, tZ+0.5, tStrength);
}
I just had that with 1.106 whilst trying to setup your Fusionreactor Greg. Just using IC and his Addon.
Fixed, apparently even vanilla blockcontainers don't seem to remove their TEs when blown up.
Fixed, apparently even vanilla blockcontainers don't seem to remove their TEs when blown up.
There was a similar bug with frames in 1.103. Once you connect source and destination, then move destination with frames, E.NET will still transmit power to the destination.
Hope it will be covered too.
This was the first iteration of the ghosts bug, which is already fixed in 106