Posts by turbodiesel4598

    Ok, here is latest.log for the debugging, and here is the important part of the Forge log for the E-Net info.

    I enabled the config option, generated a new world, placed down a full MFSU, cable and NC machine - the cable connected to the machine properly. I used the debugger, then activated the machine by giving it something to process, and the cable disconnected. I then used the debugger again as the machine was running off of its internal energy.

    It seems, looking at lines 41 and below on the Forge log, that the machine is being removed from the E-Net.

    I think I have found a solution, and it seems to work in game - before the block type changes, I remove the tile from the E-net. Then the update happens and neighbours are notified. Finally, the tile is added back to the E-net. Is this the best way of going about solving the issue?

    Do you have your code on somewhere like Github?

    Sure - if you need links to any more classes, let me know, but I think these will be the relevant ones:

    Processors - The static nested classes correspond to the individual machines. The only method they overwrite is the seemingly troublesome 'setBlockState'.


    TileEnergyItemProcessor - One of the three very similar processor superclasses. 'setBlockState' is called at line 104 if the block starts/stops.


    TileEnergy - This is the superclass for all energy-wielding tile entities. There are various methods here that move the tile in to and off of the E-net when necessary.


    NCTile - The superclass for all NC tile entities. At line 46, the 'shouldRefresh' method has been overwritten to make sure that false is returned when the block type changes between 'idle' and 'active'.


    BlockManufactory - This is an example of a machine's corresponding block class - at line 32 we have the 'setBlockState' method from before, which changes the block type.

    Hi there,

    I am developing a mod that adds machines that can accept and emit IC2 energy. In most cases, the API has worked flawlessly for me, but there is one particular issue that I face. The problem is that IC2 cables will disconnect from the machines when they switch on (or off is the game/chunk is loaded while the machine is on). If the cable is broken and replaced, the cable does still not connect to the machine, so I can only guess that the tile is no longer being recognised as an energy sink/source.

    I am almost certain that this happens because, when the machine turns on (or off), the block type changes between 'active' and 'idle', similar to how a regular furnace behaves. I have made sure that the tile entity isn't refreshed when this happens by overwriting the 'shouldRefresh' method, so the issue isn't there.

    Thanks in advance for any help or suggestions on how to stop these disconnections occuring :)

    Uranium is already in the OreDict since ages. And I know you can use other Mods Uraniums inside IC2 Recipes, since I added those Recipes to IC2 myself, meaning you can already choose between the different kinds of Nuclear Power Plants.

    So if I wanted my U235 to be interchangeable with the U235 from IC, what to which name should I assign my item in the ore dictionary? I'm not too sure about how to find out the ore dictionary names of items and blocks.

    Hey, I was just wandering if it would be possible to add Uranium 235 and Uranium 238 to the ore dictionary. I know that only the IC Uranium ore can be processed into the individual isotopes using the IC machines, and I am perfectly happy with that. However, for mods (such as my friend and I's) which also make use of the different isotopes, it would be useful to have a way to convert between the different mods' items so that either form of processing could be chosen.
    Thanks for any thoughts in advance. :thumbup: