I get a crash in a world that started with 8.1.7 (I think 252 or 255) an then updated to 126.96.36.1997:
First the framerate drops to about 1 fps and after a few seconds minecraft crashes. This occurs a few seconds after loading the world.
I also have Reika's mods installed (DragonApi, ChromatiCraft, GeoStrata, ElectriCraft and RotaryCraft).
In my base I have 20 Gas-Burning Generators feeding a multiblock energy storage (I forgot its name right now )
It seems that the crash occurs when the chunk containing the Mekanism machines is loaded or rendered. I'm standing right in front of my base so it occurs shortly after login.
I'm now trying to rewind to 8.1.7...
So, reverting to 188.8.131.52 reset all I/O-configurations of the generators, an turned all ore processing factories (enrichment chamber and so on) into smelting factories. I had to reload a world backup. But the crash does not occur anymore.
I just wanted to report that the new version 258 solved my problem. Thank you!
One completely different question: What does the config option B:Holidays=true do?
I'm having an issue with a number of the machines just not rendering at all. I place the blocks down, and they are completely invisible. The only indication that I have that I even placed them, is that I no longer have it, I can see the block outline when I hover over it, and NEI's tooltip tells me that it is in fact there. but I can't see the model, nor can I open it's inventory to use it.
It doesn't crash my game, so there's no crash report to post, but I have a screenshot of the game and my mods folder if that helps at all.
I could go through and install a clean version with Mekanism and one by one, reinstall the other mods, but that's a huge pain, and I'm hoping that maybe someone here knows of a mod conflict that might cause this.
[Edit] I have tried to place the block, and reload the chunks, and I have saved and reloaded the game, thinking that it just needed refreshing or something, (like an unloaded chunk) and it's still unusable.
I'm not sure if this is intended behavior or not, but when building an evaporation plant, and mis-placing the controller on anything but the top level, it still indicates that the plant is properly formed (even shows the particle effect) but the multiplier stays at 0 and the plant doesn't function at all. Drove me crazy for a while.
Anyway, thanks for this mod. I'm really enjoying it!
When updating Mekanism from 184.108.40.206 to the newest, the following crash occurs. Reverting to the old version of mekanism solves the crash, but is only a temporary workaround not a solution. Please fix whatever is causing the error, or tell us how to prevent it when we upgrade.
I have tried searching around but could not find anything after about an hour of looking. Is there a way to keep pipes, tubes, cables separate from each other when placed side by side? I tried using the configuration but no luck and wrench like you can do with TE4 ducts didn't work either. Thanks for any help.
Thinking about it, I might be able to use microblocks though that may look tacky.
Really love this mod by the way. I was wondering if there was a way to get an energy cube to send a redstone signal (or some other item to monitor the energy cube and send the signal) when it's charge is at a certain percentage. I thought I remembered there was but can't seem to figure it out.
I'm trying to set up deuterium and tritium production for a fusion reactor in 220.127.116.118. So far, my lithium line is all working fine all the way up to the rotary ... I hate this word ... condensentrator. I can get liquid lithium INTO it, no problem (using Thermal Dynamics temperate fluiduct). And I can power it just fine using Thermal Dynamics redstone fluxduct and a tesseract from the Thermal Expansion magmatic generator bank I'm building the reactor to replace. And it indeed appears to gasify lithium and fill its internal gas reservoir. (At least, I THINK that's what it's doing. But, you know, condensentrate isn't actually a meaningful word, so I'm not 100% sure. Couldn't it just say 'liquify' and 'gasify'?)
But then I can't get the gaseous lithium out. I've tried TD fluiducts, I've tried Mekanism mechanical pipe; the fluiduct connects but won't draw anything out; I can't get the mechanical pipe to connect to the gas side at all. I can get it to connect to the liquid side, but it absolutely will not connect to the gas side,
Is the ... condensentrator ... broken in 18.104.22.1688? Or is there something I don't know about how to get the gas out of it? (What are the '+' and '-' items in its GUI supposed to do, for example?) Or does my mechanical-pipe fu just completely suck?
OK, well, either way, I have my tritium production working now. Time to get the deuterium plant online.
One quick question: If I have two mechanical pipes or two pressurized tubes which have (or are intended to have) different contents passing next to each other, how can I prevent them from cross-connecting? I had to remove all of the tritium output pipes from my neutron activator array at one point because they accidentally bridged across to the input pipes and the entire output pipe tree immediately filled up with gaseous lithium. I've experimented with the configurator, but the only things I've managed to get it to do are rotate some items (sometimes; other times the same item won't rotate) in rotate mode, or to toggle tube/pipe redstone sensitivity on and off. And I think I managed to accidentally disconnect a pipe from a machine with it once, but couldn't reconnect it, repeat it, or figure out how I'd done it.
(This is a major reason why I end up using Thermal Dynamics ducts instead most of the time: I find them easier to manage, manipulate and control than any other pipe system I know of, and I understand how they work. Also, they're very tightly optimized code and have extremely low lag.)
I don't know if this is intended or I'm doing something wrong (latest mek version)
When you dump stuff that is on the left side of Electrolytic Separators it dumps Sodium for example as well as the Brine in the buffer and any Brine that enters said buffer, if you set it to dump excess it still dumps Sodium once the Sodium buffer is full but it also dumps any Brine entering the machine, I mean if this is intended and the goal is to make like 40 towers to keep up with a machine that deletes the stuff you need I sort of see whats going on but...
Having an annoying issue with Teleporters at the moment.
So I have a multi-user server. We decided that we were going to use
Mekanism as our main means of teleportation. Each base would build two
teleporters to prevent link anomalies. Basically there would be one
incoming and one outgoing:
TELEPORTER 1 | INCOMING | STATIC
TELEPORTER 2 | OUTGOING | TRIGGERED
The triggering mechanism is basically a pressure plate and a piston (or 9
piston's if you're fancy like me and have the structure come together in
sequence.) The idea is that the outgoing teleporter would ONLY become
assembled long enough for somebody to go through it. Otherwise the
piston(s) would pull the structure apart which should interrupt the
link. This way, every player's incoming teleporter would have a static
address for visitors and every player's outgoing teleporter would
disassemble itself as to not remain linked to those addresses. That way 2
or more visitors could come to a player's base without creating a 3+
link on the same channel.
However, the teleporter block is possibly bugged. It turns out you don't need to create a
complete structure ever for a destination. Simply placing an unpowered
teleporter block on the ground and setting a channel creates a viable
link. Of course you can't teleport away using that block, but you can
teleport to it without a structure at all. In fact, you can even place
it against your ceiling and warp to it and suffocate in the wall.
Of course you can use a portable teleporter to prevent creating a 3+
teleporter link, or you could create a separate teleporter for every
destination, but both of those are workarounds, not solutions.
IMO, a link should only occur between a max of 2 teleporters, and those
teleporters should both need to be powered and structure complete. As
far as I know, that was the intended behavior. If not, then could we at
least have teleporter blocks redstone toggleable?
I have a small, simple request regarding gas tanks.
The gas tank already has a "dot" on one side which shows where its default output side is. And that "dot" is actually more of a kind of a vertical bar than a "dot". And pressurized tubes don't connect right up to the tank, they leave a gap in which the "dot" remains visible.
So ... how much work would it take to make the "output side dot" do double duty as a fill-level guage?
Looks to me like the "dot" is six pixels high. Conveniently, a tank holds 96000 millibuckets, divisible exactly by six. Which means each pair of pixels in the gauge could represent 16000mb. The way I'd do it is probably to offset it by half of that, so 0-8000mb is solid red; 8001-16000mb, the lowest two pixels turn green (or blue, or white, or whatever); 16001-24000mb, the next pair "light up"; until at 88001mb or higher, the entire gauge is "lit". (Or, you could light individual pixels and have each pixel represent 8000mb instead of each row representing 16000.)
If you wanted to get really fancy, you could have the "dot"/gauge pixels light up in the same color scheme that pressurized tubes use to show their contents, so that the gauge would show not only roughly how much gas is in the tank, but what gas is in it.