[1.3.2] Open Beta v1.107

  • I have no clue as to what's the cause. TileAdvMachine.g() is updateEntity(), TileAdvMachine.canWork is:

    public boolean canWork() {
    if(slots[0] == null) return false;
    ItemStack result = getResultFor(slots[0]); getResultFor gives the result for extraction in this case
    if(result == null) return false;
    int remaining = 0;
    for(int i = 2; i < slots.length; i++) { slots are the itemstacks in the slots, 0 being raw items, 1 is the battery slot, 2,3,4 are the result slots
    if(slots == null) return true;
    else
    if(slots.isItemEqual(result)) {
    if(slots
    .stackSize + result.stackSize <= slots[i].getItem().getItemStackLimit()) <-- line 227 I've checked slots[i][i][i] for not being null, result for not being null, so that leaves slots.getItem() being null which makes no sense? Or did CMR mess up?
    return true;
    else
    remaining += Math.max(0, slots[i].getItem().getItemStackLimit() - slots[i].stackSize);
    }
    }
    return remaining >= result.stackSize;
    }

    Sorry for the layout, tabs turned into spaces for some reason [/i][/i][/i][/i][/i]

    Edited once, last by Snyke (October 11, 2012 at 9:12 PM).

  • Hmm sort of wish the recipes for plantballs was configurable.

    Use extrabiomes and it has a bunch of stuff that you could compact into plantballs. Same with twilight forest, unless it's a issue on those mods sides?


    I understand that you want to add recipes to be able to turn other plant-stuff into plantballs, correct? Adding IC recipes is easy to make as a mod, but that probably belongs in the suggestion/modding section then.


  • I understand that you want to add recipes to be able to turn other plant-stuff into plantballs, correct? Adding IC recipes is easy to make as a mod, but that probably belongs in the suggestion/modding section then.

    Correct and and i won't go into it cept to say that modding minecraft is out of my hands, can't wrap my head around it

  • Okay I do got another bug to report, chainsaw isn't drawing power from a batback or a lappack.

    Further, if it or any of the power charged items kills a mob it resets the power/durability gauge to 100%

    It only takes power from batpack or lappack if a mob is killed.

  • Interesting bug. When there is a transformer right below MFE, its power usage will constantly show 256EU/t despite there are no machines connected and MFE can only output 128EU/t.

    It is only sort of visual bug. It will not actually drain energy and it will also happen when MFE is completely empty and cannot emit anything.

    http://imgur.com/a/GZztZ

  • Another thing:

    Not sure if bug or intended or i'm just doing something wrong (like before) but solars appear to work in rain now. Not that I'm complaining :D

    EDIT: They SOMETIMES works in rain.

    Edited once, last by matejdro (October 12, 2012 at 8:12 PM).

  • Even in .35 i'm still having problems with the batbox and its redstone emissions.

    It does not seem to update the redstone around it, so it "technically" turns them on and off, but only if you update the redstone manually.


    EDIT:
    Also, i'm confused: Are crops supposed to revert if walked on or not? Because sometimes mine do revert if walked upon.

    Edited once, last by Cirrus0 (October 13, 2012 at 9:43 AM).