machine explosion code is bugged

  • 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

    • Official Post

    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.

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  • 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.