This is happened when "Tessellator.instance.startDrawingQuads()" called after "Tessellator.instance.startDrawingQuads()" without calling "Tessellator.instance.draw()" inbetween. Have no idea, why this is happening. I don't think its because of old wire entities. This bug is caused by some custom block renderer, who called "Tessellator.instance.startDrawingQuads()" inside of "renderWorldBlock(...)" function. I did some checks, but couldn't find this mistake in my code.
After doing some testing with Speiger, we found (at least what looks to be) the reason for Uncomplication breaking the Junction Boxes is that they try and send less than 1 EU to the cable, which the classic e-net rounds down and rejects while the experimental one rounds up and accepts. And because the box still technically has power in, but it can't ever eject it out, it's trapped in a case where it won't request more power but also won't empty out. The most logical fix Speiger came up with was the allow them to accept EU if they have less than 1 EU in, rather than if they've got none at all. Could you do this?
Wow, you and Speiger have done a lot of job, thank you. Yes, i can do that.
I added null check on renderer. This should solve a problem. As well i checked compatibility with latest GT6 and it seems everything working fine.
I can include the scripts if you want.
Yes, i would like to. Its a null pointer exception caused by missing NBT tag in itemstack. I use exactly same NBT tag system for durability as it is in GT5.
different durabilities and to be in different GT tool (ore) dictionaries.
Is reason of such adjustments a high durability of tools from IHL in GT recipes? May be i should decrease it for GT recipes? Or a reason is that my tools somehow make a shortcut in GT tech tree?
Thinking about it, I do have Aroma's Uncomplication installed for the old E-net, guess that's the reason it's screwing up if it works fine without it?
Yes, it seems so. I did test now.
Any ideas to why this happens?
Have no idea.
You can see how i tested your issue in related attachment. Everything works fine for me. BTW currently i'm working on remaking flexible cables technology. Make them craftable from listed materials (obtainable if molten fluids is registered within Forge)
Made uninsulated wires placeable in world and zap living creatures (currently working on special effects). So old cables will be missing. Tell me how much EU was and now in batboxes on your screenshot.
The texture of the progress arrow is on the GUI texture, but because the progress of the machine made it overflow past it's width, it wrapped back around and started pushing the rest of the GUI texture along.
Now i've got it.Minecraft wrote:
I've got two questions:
1. Should rubber trees give out "molten.latex" instead of "rubbertreesap" in a name of unification? If they should, then in what amount (per 1/2 day for fully enlighten tree)?
2. Gladly, BloodAsp agreed to take pentlandite and chalcopyrite processing branch from IHL and implement it into GT5. A code for a same processes for GT6 is still remains in IHL. Would you like, in time of creating some chemical processors, implement more or less lookalike process in GT6? Or you would add some features, which would make those recipe additions completely useless?
Shortly - should i keep pentlandite and chalcopyrite processing branch in IHL?
What is Switch and how do one tinker with it?
I made a video here:
Does it help? (Start from 13:33 if you doesn't saw it already).
Switch is a device, that allow to transfer up to 8 relay signals with special cable. Links between contacts is established by simply clicking on them. Net works completely accurate "as-IRL" principle. To make device emit redstone signal you have to connect both contacts of slot with detector cable in it to positive and negative battery contacts. You can do it thru external IHL data cable and/or splitter cable in slot. Each slot represent one side of switch box. And i mixed up top and bottom side icons. Not a big deal, nobody knows how and what for to use switch box.
Yes, i can do that. Btw. i noticed that the rubber tree sap centrifuge recipe you add returns plastic. In GT5.09 that results in an exploit, since that recipe allows to go around the new plastic production.
Roger that. Will fix this.
EDIT: OK, everything is ready from my side. As well fluid "molten.rubberwithsulfur" renamed to "molten.rubber". Vulcanized rubber foil now registered in ore dictionary. Cables with insulation from non-vulcanized rubber now crafted with raw rubber. Extruder and wooden rolling machine now use raw rubber dust instead of IC2 rubber.
If you find anything else - just tell me.
Hey, Blood Asp. Remember a sulfide ores processing chain, which i added in GT for Kirara? Can you add it to GT so i could remove it from IHL?
Do you know that you are an Ad?
Sorry, didn't watched last South Park episode. I drop it after Game Of Thrones themed episode.
EDIT: I've got it. Ad, advertisement. When you click on related link, you did not get directly to screenshot, getting into page full of ad instead. I will use attachment instead.
This is what i have got (attached screenshot related) while experimenting with Minecraft network. There should be an empty space here. Seems like all GT ores turned into IHL Evaporators. I guess, i should remove TE'es from chunk data as well...