I broke the conduits, replaced them with cobblestone, broke the cobble and put the conduits back in the exact same configuration and now its working correctly.
I guess maybe the block data had gotten 'stuck' somehow and they were always registering as empty?
Glad it's working again but I do find the fact it happened at all a little troubling. Did you update eio a while the conduits where in place? The conduit code has gone through quite a few modifications to iron out all the issues people have found. It is certainly possible I didn't manage the changes in state correctly for existing blocks.
Either way, if you see this happen again please let me know so I can investigate.
Just letting you know, latest Forge breaks your mod and makes your machine blocks display as maps:
Thanks for the heads up. I will look into after the next release. If you get a chance, could you raise an issue on github so I can don't forget. I am on my phone atm and find issue management too painful on the small screen.
I'm not sure if the problem lies with this mod(Running 1.25 for 1.5.2) or Tinkers Construct (Running 1.4.2 for 1.5.2), but liquid conduits eat molten metals- They don't render in the conduits, and don't deposit into tanks. However, they at least accept other liquids after they eat the metals.
No, fuyuyuki is right, MJ in Wooden Pipes flows in both directions, at least in 1.5.2. So they fills up and drains from CBanks at the same time. It happens with TE's Energy Cells as well.
No, fuyuyuki is right, MJ in Wooden Pipes flows in both directions, at least in 1.5.2. So they fills up and drains from CBanks at the same time. It happens with TE's Energy Cells as well.
I'm not sure if the problem lies with this mod(Running 1.25 for 1.5.2) or Tinkers Construct (Running 1.4.2 for 1.5.2), but liquid conduits eat molten metals- They don't render in the conduits, and don't deposit into tanks. However, they at least accept other liquids after they eat the metals.
I just tried reproducing this using the unleased mod back, and everything worked perfectly:
If you can come up with a test case to demostrate the issue, please raise a issue on github.
I just tried reproducing this using the unleased mod back, and everything worked perfectly:
For the record I have a TC Smeltery setup with liquid metals pumping into Ender IO liquid conduits and it works just fine for me. Mine funnel into both Railcraft Tanks and OpenBlocks Tanks. (shrug) So, liquid metals work fine for me so far.
Glad it's working again but I do find the fact it happened at all a little troubling. Did you update eio a while the conduits where in place? The conduit code has gone through quite a few modifications to iron out all the issues people have found. It is certainly possible I didn't manage the changes in state correctly for existing blocks.
Either way, if you see this happen again please let me know so I can investigate.
This was on a multiplayer server I run, and yes we did update a few times while conduits were already in place. The fix was to literally tear down every conduit, replace that block with something else (cobble is what I used, but my friend said anything worked) then break that and place the conduit again. If we placed the conduits back in the same place without replacing the block first, we saw weird 'phantom energy drains' which bled energy off.
If it happens again I will let you know but it was probably due to some weird combination of too many mods (120+) and updating with conduits already in place.
So it seems that the Power conduits are not powering my fermenters. The fermenter will also not be powered sitting next to a single capactotr block. However, if i place 2 capactior blocks such that they form a larger 2x capacitor it will work... this is strange, is it some kind of a BUD issue?
So it seems that the Power conduits are not powering my fermenters. The fermenter will also not be powered sitting next to a single capactotr block. However, if i place 2 capactior blocks such that they form a larger 2x capacitor it will work... this is strange, is it some kind of a BUD issue?
love this mod! its great work! Keep it up!
The fermenter has a minimum energy of 160 mj in a single tick, thus neither a single capcitor bank by itself or the cheapest conduits will be able to power it. Unfortunately I can't see this info listed anywhere. I only discovered it while debugging issues with powering it.
What should work is a single cap. bank going to one to the mid tier conduits as this will buffer the 100mj/t from the cap bank in its internal buffer then feed the fermenter every seond tick. Unfortunately in the currently released version there is a bug with this code so it doesnt work correctly. This has been fixed in the dev versions and will be included in the next release, hopefully in the next couple of days.
There is already a github issue for this if you wanted any more info.
The fermenter has a minimum energy of 160 mj in a single tick, thus neither a single capcitor bank by itself or the cheapest conduits will be able to power it. Unfortunately I can't see this info listed anywhere. I only discovered it while debugging issues with powering it.
What should work is a single cap. bank going to one to the mid tier conduits as this will buffer the 100mj/t from the cap bank in its internal buffer then feed the fermenter every seond tick. Unfortunately in the currently released version there is a bug with this code so it doesnt work correctly. This has been fixed in the dev versions and will be included in the next release, hopefully in the next couple of days.
There is already a github issue for this if you wanted any more info.
I actually got it working, Just did not know about the 160 Mj/tick req on fermenter. I had a large bank of capacitors (6) but I had the standard 128Mj/tick conduit going to the fermenter. Once I changed it for enhanced it all worked out.
Hey CrazyPants; looks like you've got a really neat mod going here, I'll be giving it a try. I had a quick question for you though;
With the EnderIO, when you use an EnderFace, does it render only blocks? I am wondering if it might render other players or entities within its view range as well. I ask because I've been really hoping to come across a "security-camera" style mod at some point, like the old CCTV mod that never quite revived, and this is the closest thing to that feature which I've seen lately.
Also, any news on UniversalElectricity power conversion support? That's a feature I know I would really appreciate, since it would let me simplify my wiring setups tremendously.
Is the generator supposed to munch down the bucket as well as the lava contained within? I put a bucket of lava in as a test to see if it was usable, and *poof* it disappeared. It powered the generator tho XD
Rollback Post to RevisionRollBack
"my build. I push the buttons" -DW
He's a mad man with a box
@skyeyemachine entities aren't rendered at the moment, but it shouldn't be hard to add. Raise an issue on github with the request so I don't forget. UE support is still planned but there are quite a few tasks above it on the today list.Aether, could you raise bugs on github please.@musicguy, no, the bucket shouldn't be eaten :-) bug on github please!
It would be really appreciated if everyone could raise bug reports /feature requests on the github issue track. I do endeavour to raise them myself based on forum posts but I often check the forum when I am out on my phone and don't get a chance to do immediately (like now). U fortunately in this situation it is all to likely that I will forget about the issue.
Glad it's working again but I do find the fact it happened at all a little troubling. Did you update eio a while the conduits where in place? The conduit code has gone through quite a few modifications to iron out all the issues people have found. It is certainly possible I didn't manage the changes in state correctly for existing blocks.
Either way, if you see this happen again please let me know so I can investigate.
Thanks for the heads up. I will look into after the next release. If you get a chance, could you raise an issue on github so I can don't forget. I am on my phone atm and find issue management too painful on the small screen.
Forge 870 fixed and reverted that change. So just update.
This game is so oreing.
I just tried reproducing this using the unleased mod back, and everything worked perfectly:
If you can come up with a test case to demostrate the issue, please raise a issue on github.
It is only a rendering / visual thing. It does need to be the same on client and server though as the bounding boxes need to match.
For the record I have a TC Smeltery setup with liquid metals pumping into Ender IO liquid conduits and it works just fine for me. Mine funnel into both Railcraft Tanks and OpenBlocks Tanks. (shrug) So, liquid metals work fine for me so far.
I'll test it out next chance I get.
Tis already on the todo list.
If it happens again I will let you know but it was probably due to some weird combination of too many mods (120+) and updating with conduits already in place.
love this mod! its great work! Keep it up!
The fermenter has a minimum energy of 160 mj in a single tick, thus neither a single capcitor bank by itself or the cheapest conduits will be able to power it. Unfortunately I can't see this info listed anywhere. I only discovered it while debugging issues with powering it.
What should work is a single cap. bank going to one to the mid tier conduits as this will buffer the 100mj/t from the cap bank in its internal buffer then feed the fermenter every seond tick. Unfortunately in the currently released version there is a bug with this code so it doesnt work correctly. This has been fixed in the dev versions and will be included in the next release, hopefully in the next couple of days.
There is already a github issue for this if you wanted any more info.
I actually got it working, Just did not know about the 160 Mj/tick req on fermenter. I had a large bank of capacitors (6) but I had the standard 128Mj/tick conduit going to the fermenter. Once I changed it for enhanced it all worked out.
Thanks for the info!
With the EnderIO, when you use an EnderFace, does it render only blocks? I am wondering if it might render other players or entities within its view range as well. I ask because I've been really hoping to come across a "security-camera" style mod at some point, like the old CCTV mod that never quite revived, and this is the closest thing to that feature which I've seen lately.
Also, any news on UniversalElectricity power conversion support? That's a feature I know I would really appreciate, since it would let me simplify my wiring setups tremendously.
He's a mad man with a box
It would be really appreciated if everyone could raise bug reports /feature requests on the github issue track. I do endeavour to raise them myself based on forum posts but I often check the forum when I am out on my phone and don't get a chance to do immediately (like now). U fortunately in this situation it is all to likely that I will forget about the issue.
He's a mad man with a box