blusunrize / immersiveengineering Goto Github PK
View Code? Open in Web Editor NEWWires, transformers, high voltage! Bzzzzt!
License: Other
Wires, transformers, high voltage! Bzzzzt!
License: Other
Edit: This persists as of version 0.1.9, I've added more in the second comment.
Using version 0.1.6 whenever the squeezer has items and a full tank it causes some issues. I'm able to walk around but I can't interact with anything in terms of opening GUI's or even using NEI to spawn items.
I used WarmRoast to see what was going on and saw an absolutely massive tick time for blusunrize.immersiveengineering.common.blocks.metal.TileEntitySqueezer.updateEntity()
Unless I'm mistaken that should indicate it's around line 76 in TileEntititySqueezer.java where you're going to get a call to DieselHandler.getPlantoilOutput()
if(tick>=80)
{
while(inputs>0)
for(int i=0; i<9; i++)
{
ItemStack stack = this.getStackInSlot(i);
if(stack!=null)
{
int f = DieselHandler.getPlantoilOutput(stack);
if(f>0)
if(tank.getFluidAmount()+f<=tank.getCapacity())
{
tank.fill(new FluidStack(IEContent.fluidPlantoil,f), true);
this.decrStackSize(i, 1);
inputs--;
update = true;
}
else
break;
}
}
tick=0;
}
So... I preface this by saying I'm not fantastic with Java...
It seems to me that the break statement gets called if the internal tank can't hold the additional amount of Plant Oil squeezing the seeds would create. It however would break the For loop only. The While Loop will still evaluate true and immediately put you back into the For Loop starting a never ending cycle that results in the massive calls to the oreDictionary causing a bad day.
Effectively making it run for free.
(Confirmed by using the /mt blockinfo command. The 'Energy' tag never goes down)
When the fermenter is full and you click in it. It will crash the server, but there is no crash report. I think this is due to it producing to much ethanol for it to out put. So it is like a visual glitch but that would not make sense for a server to do that, because the client does not crash.
1 Coal => 1 Coal Coke + 500 mB of Creosote
1 Coal Block => 1 Coal Coke + 5000 mB of Creosote
but wait
9 Coal => 9 Coal Coke + 500_10 mB of Creosote
Why not 500_9? Is that intended or what?
Server Crashed when right-clicking the diesel generator with the Engineer's wrench. Client remained open and this error does not seem to exist on the client.
Crash Report:
https://gist.github.com/Towsty/730204b1666ecae754dd#file-iedieselgencrash
Log
https://gist.github.com/Towsty/7989e4cf4c9c87dd5ea1#file-iedieselgencrashlog
When the coke oven has bottles of creosote that have been filled in the output slot then a bucket is put in to be filled up it gets deleted as well as the amount of creosote oil it would have contained.
http://pastebin.com/HSbUKAL7 Happens when I load my base.
It looks like there are two textures over lapping each other http://puu.sh/i92UK/42a0208cd7.png
Hemp Seeds are not planting on farmland. I have ArgiCraft installed. So I am wondering if that is an issue with that. For now I added a recipe to turn hemp seeds into the actual plant from NEI and you can plant that.
When reload grapeshot with Speedloader, Empty Shell will become Empty Casing.
http://gfycat.com/RadiantLegalEmu
i allowed myself to compile from your github to test this mod for myself a bit and got a complete hang-up of the server when running Thermal Dynamics Fluiducts
it looks like the fluid is causing some trouble to the oredict somehow, ending in some sort of deadloop.
the server is not responding to anything anymore not even commands in the command line.
Stack Trace
Server thread 39
java.util.HashMap$HashIterator. line: not available
java.util.HashMap$KeyIterator. line: not available
java.util.HashMap$KeyIterator. line: not available
java.util.HashMap.newKeyIterator line: not available
java.util.HashMap$KeySet.iterator line: not available
java.util.HashSet.iterator line: not available
java.util.AbstractCollection.toArray line: not available
net.minecraftforge.oredict.OreDictionary.getOreIDs line: 328 (sometimes 326)
blusunrize.immersiveengineering.api.ApiUtils.compareToOreName line: 14
blusunrize.immersiveengineering.api.DieselHandler.getPlantoilOutput line: 66
blusunrize.immersiveengineering.common.blocks.metal.TileEntitySqueezer.func_145845_h line: 83
net.minecraft.world.World.func_72939_s line: 1939
net.minecraft.world.WorldServer.func_72939_s line: 489
net.minecraft.server.MinecraftServer.func_71190_q line: 636
net.minecraft.server.dedicated.DedicatedServer.func_71190_q line: 334
net.minecraft.server.MinecraftServer.func_71217_p line: 547
net.minecraft.server.MinecraftServer.run line: 427
net.minecraft.server.MinecraftServer$2.run line: 685
Scottwears reported on FC2 that 3 crates was destroyed by explosion and did not drop anything. He lost the lot.
in mystcraft age it wires lose connection after you go out of the map and in
http://i.imgur.com/zatUuyR.png
Came across it by accident, I assume it also happens with logs.
From a FC2 heapdump I've observed 4.8GB of referenced data in said collection with 43200771 entries and 146 keys.
According to the Voltmeter, this connection should have a loss of 18.438 RF, but the initial and final values were identical:
https://imgur.com/a/rkvQa
(Also tested with IE capacitors)
The lightning of stairs with smooth lightning 0% is bugged (http://gyazo.com/49ddce11662b41b54f71533aa2bd02d3). On Vanilla stairs this dosen't happen.
If you need more information, ask me :)
(They also make a stone breaking sound)
100 errors
1 warning
:compileJava FAILED
FAILURE: Build failed with an exception.
What went wrong:
Execution failed for task ':compileJava'.
Compilation failed; see the compiler error output for details.
Try:
Run with --info or --debug option to get more log output.
Exception is:
org.gradle.api.tasks.TaskExecutionException: Execution failed for task ':compileJava'.
at org.gradle.api.internal.tasks.execution.ExecuteActionsTaskExecuter.executeActions(ExecuteActionsTaskExecuter.java:69)
at org.gradle.api.internal.tasks.execution.ExecuteActionsTaskExecuter.execute(ExecuteActionsTaskExecuter.java:46)
at org.gradle.api.internal.tasks.execution.PostExecutionAnalysisTaskExecuter.execute(PostExecutionAnalysisTaskExecuter.java:35)
at org.gradle.api.internal.tasks.execution.SkipUpToDateTaskExecuter.execute(SkipUpToDateTaskExecuter.java:64)
at org.gradle.api.internal.tasks.execution.ValidatingTaskExecuter.execute(ValidatingTaskExecuter.java:58)
at org.gradle.api.internal.tasks.execution.SkipEmptySourceFilesTaskExecuter.execute(SkipEmptySourceFilesTaskExecuter.java:42)
at org.gradle.api.internal.tasks.execution.SkipTaskWithNoActionsExecuter.execute(SkipTaskWithNoActionsExecuter.java:52)
at org.gradle.api.internal.tasks.execution.SkipOnlyIfTaskExecuter.execute(SkipOnlyIfTaskExecuter.java:53)
at org.gradle.api.internal.tasks.execution.ExecuteAtMostOnceTaskExecuter.execute(ExecuteAtMostOnceTaskExecuter.java:43)
at org.gradle.api.internal.AbstractTask.executeWithoutThrowingTaskFailure(AbstractTask.java:310)
at org.gradle.execution.taskgraph.AbstractTaskPlanExecutor$TaskExecutorWorker.executeTask(AbstractTaskPlanExecutor.java:79)
at org.gradle.execution.taskgraph.AbstractTaskPlanExecutor$TaskExecutorWorker.processTask(AbstractTaskPlanExecutor.java:63)
at org.gradle.execution.taskgraph.AbstractTaskPlanExecutor$TaskExecutorWorker.run(AbstractTaskPlanExecutor.java:51)
at org.gradle.execution.taskgraph.DefaultTaskPlanExecutor.process(DefaultTaskPlanExecutor.java:23)
at org.gradle.execution.taskgraph.DefaultTaskGraphExecuter.execute(DefaultTaskGraphExecuter.java:88)
at org.gradle.execution.SelectedTaskExecutionAction.execute(SelectedTaskExecutionAction.java:37)
at org.gradle.execution.DefaultBuildExecuter.execute(DefaultBuildExecuter.java:62)
at org.gradle.execution.DefaultBuildExecuter.access$200(DefaultBuildExecuter.java:23)
at org.gradle.execution.DefaultBuildExecuter$2.proceed(DefaultBuildExecuter.java:68)
at org.gradle.execution.DryRunBuildExecutionAction.execute(DryRunBuildExecutionAction.java:32)
at org.gradle.execution.DefaultBuildExecuter.execute(DefaultBuildExecuter.java:62)
at org.gradle.execution.DefaultBuildExecuter.execute(DefaultBuildExecuter.java:55)
at org.gradle.initialization.DefaultGradleLauncher.doBuildStages(DefaultGradleLauncher.java:149)
at org.gradle.initialization.DefaultGradleLauncher.doBuild(DefaultGradleLauncher.java:106)
at org.gradle.initialization.DefaultGradleLauncher.run(DefaultGradleLauncher.java:86)
at org.gradle.launcher.exec.InProcessBuildActionExecuter$DefaultBuildController.run(InProcessBuildActionExecuter.java:90)
at org.gradle.tooling.internal.provider.ExecuteBuildActionRunner.run(ExecuteBuildActionRunner.java:28)
at org.gradle.launcher.exec.ChainingBuildActionRunner.run(ChainingBuildActionRunner.java:35)
at org.gradle.launcher.exec.InProcessBuildActionExecuter.execute(InProcessBuildActionExecuter.java:41)
at org.gradle.launcher.exec.InProcessBuildActionExecuter.execute(InProcessBuildActionExecuter.java:28)
at org.gradle.launcher.exec.DaemonUsageSuggestingBuildActionExecuter.execute(DaemonUsageSuggestingBuildActionExecuter.java:50)
at org.gradle.launcher.exec.DaemonUsageSuggestingBuildActionExecuter.execute(DaemonUsageSuggestingBuildActionExecuter.java:27)
at org.gradle.launcher.cli.RunBuildAction.run(RunBuildAction.java:40)
at org.gradle.internal.Actions$RunnableActionAdapter.execute(Actions.java:169)
at org.gradle.launcher.cli.CommandLineActionFactory$ParseAndBuildAction.execute(CommandLineActionFactory.java:237)
at org.gradle.launcher.cli.CommandLineActionFactory$ParseAndBuildAction.execute(CommandLineActionFactory.java:210)
at org.gradle.launcher.cli.JavaRuntimeValidationAction.execute(JavaRuntimeValidationAction.java:35)
at org.gradle.launcher.cli.JavaRuntimeValidationAction.execute(JavaRuntimeValidationAction.java:24)
at org.gradle.launcher.cli.CommandLineActionFactory$WithLogging.execute(CommandLineActionFactory.java:206)
at org.gradle.launcher.cli.CommandLineActionFactory$WithLogging.execute(CommandLineActionFactory.java:169)
at org.gradle.launcher.cli.ExceptionReportingAction.execute(ExceptionReportingAction.java:33)
at org.gradle.launcher.cli.ExceptionReportingAction.execute(ExceptionReportingAction.java:22)
at org.gradle.launcher.Main.doAction(Main.java:33)
at org.gradle.launcher.bootstrap.EntryPoint.run(EntryPoint.java:45)
at org.gradle.launcher.bootstrap.ProcessBootstrap.runNoExit(ProcessBootstrap.java:54)
at org.gradle.launcher.bootstrap.ProcessBootstrap.run(ProcessBootstrap.java:35)
at org.gradle.launcher.GradleMain.main(GradleMain.java:23)
Caused by: org.gradle.api.internal.tasks.compile.CompilationFailedException: Compilation failed; see the compiler error output for details.
at org.gradle.api.internal.tasks.compile.JdkJavaCompiler.execute(JdkJavaCompiler.java:47)
at org.gradle.api.internal.tasks.compile.JdkJavaCompiler.execute(JdkJavaCompiler.java:33)
at org.gradle.api.internal.tasks.compile.NormalizingJavaCompiler.delegateAndHandleErrors(NormalizingJavaCompiler.java:101)
at org.gradle.api.internal.tasks.compile.NormalizingJavaCompiler.execute(NormalizingJavaCompiler.java:50)
at org.gradle.api.internal.tasks.compile.NormalizingJavaCompiler.execute(NormalizingJavaCompiler.java:36)
at org.gradle.api.internal.tasks.compile.CleaningJavaCompilerSupport.execute(CleaningJavaCompilerSupport.java:34)
at org.gradle.api.internal.tasks.compile.CleaningJavaCompilerSupport.execute(CleaningJavaCompilerSupport.java:25)
at org.gradle.api.tasks.compile.JavaCompile.performCompilation(JavaCompile.java:157)
at org.gradle.api.tasks.compile.JavaCompile.compile(JavaCompile.java:137)
at org.gradle.api.tasks.compile.JavaCompile.compile(JavaCompile.java:91)
at org.gradle.internal.reflect.JavaMethod.invoke(JavaMethod.java:75)
at org.gradle.api.internal.project.taskfactory.AnnotationProcessingTaskFactory$IncrementalTaskAction.doExecute(AnnotationProcessingTaskFactory.java:243)
at org.gradle.api.internal.project.taskfactory.AnnotationProcessingTaskFactory$StandardTaskAction.execute(AnnotationProcessingTaskFactory.java:219)
at org.gradle.api.internal.project.taskfactory.AnnotationProcessingTaskFactory$IncrementalTaskAction.execute(AnnotationProcessingTaskFactory.java:230)
at org.gradle.api.internal.project.taskfactory.AnnotationProcessingTaskFactory$StandardTaskAction.execute(AnnotationProcessingTaskFactory.java:208)
at org.gradle.api.internal.tasks.execution.ExecuteActionsTaskExecuter.executeAction(ExecuteActionsTaskExecuter.java:80)
at org.gradle.api.internal.tasks.execution.ExecuteActionsTaskExecuter.executeActions(ExecuteActionsTaskExecuter.java:61)
... 46 more
BUILD FAILED
Total time: 13.389 secs
Happened twice already, both times with LV connections. Last time I assumed it was because we updated, but now it happened again without changing versions.
The area is a Mystcraft age and is loaded with a ChickenBones chunkloader. It -may- have to do with the server restarting. I can't prove it though, since I hadn't been on for a few days, and the server restarts once a day, so I didn't notice it immediately.
http://i.imgur.com/O5pYxd9.png
It's not just visual - power isn't transmitted and coils don't drop upon breaking the connections.
The method mentioned in the subject doesn't perform well, mostly due to Tessellator drawing.
You don't want to use Tessellator only for a single quad, initialize it once, add the vertices for all quads and then do a single draw call. It's most likely also faster to draw all faces twice, once in reverse vertex order, than changing GL_CULL_FACE.
If the rendered primitive is sufficiently static and doesn't require gl state changes use the world renderer instead of TESRs.
Title pretty much says it all.
Mod is looking pretty snazzy :)
Hi ! I still have the issue I had in 0.1.15 with the wires dissapearing in a rftools dimension after a restart of the game. I tried to update to 0.1.16 to see if that helped
And also is that normal that we can't use hempcrete with the carpenters block ?
Title tells everything?
NOT just visually:
https://imgur.com/a/tEu9i
You can run cable between the same connectors more than once. Tested with LV connectors, will test using MV and HV once I climb the tech tree a bit more :P
Reproduce by running cable between connectors ad infinitum. When you break one of the connectors, the correct number of coils, correspondent to the number of times you repeated the process, will drop.
So I this http://imgur.com/z9M2FN8 setup and every 10-20 minutes it will crash the server. It will say timeout but the server does not respond. No crash report or anything. If you have the refinery off it will not crash at all.
These may have been solved but not in the current code on Git, but Crusher doesn't use its energy buffer, and I have not been able to crush ores with the hammer like the in-game documentation says. Otherwise, great mod! Loving it all so far, especially the crusher!
How about Redstone wire? :D
As title
version 0.1.7
Hello! This issue is in version 0.1.16. I placed my Mining Drill that had the water and speed upgrades inside a Railcraft Steel Tank to attempt to put some Bio-Diesel into it. As soon as the drill landed in the tanks inventory, the server crashed, and would not reopen until I went into the world using MCEdit to break the tank. After removing some blocks from ontop of the tank then attempting to put the tank back together, immediate crash again, with the drill still inside. The server crash log is the pastebin link below.
Two other smaller bugs I found on the same version: The industrial Squeezer's RF Storage doesn't update with Waila, and when trying to pump liquid into a Refinery from both a Fermenter and an Industrial Squeezer, only one of them is going in. The liquid went into the first tank even though it was the tank opposite the side of the input.
The setup I have looks like:
[Squeezer] -> [Refinery] <- [Fermenter]
|
[Tank]
Edit: The tank is in front of the refinery, Github formatted it so it looks like the tank is in front of the Squeezer
Edit 2: Found the issue for the lack of piping on the squeezer! For some reason, EnderIO's Fluid Conduits don't like Plant Oil, but are fine for Ethanol
... or something like that, probably.
Full crash report: https://gist.github.com/MysteriousAges/1655db896c8600f0921c
I crashed when right-clicked an MV Wire Connector with a Wirecutter. It had 2 connections. Maybe I accidentally double-clicked, I don't know for sure.
Built it myself, last commit when synced is 6776654
Crash log: http://pastebin.com/4sjK15zQ
Full log: http://pastebin.com/cRwfM1gA
http://puu.sh/idETl/43d41814f3.png - When looking at Item Router it cycles through two recipes and the second one is just error texture. This might be a work in progress so sorry if I am bugging you about it.
All particle FX become weird while particles for things being ground in the grinder are displayed:
https://imgur.com/a/SNNqc
Watermill (and I suppose other multiblock looking stuff, like Windmills) won't render sometimes. It acts really weird, and only if I'm looking at East side.
https://imgur.com/a/AgP18
You can also see my pitch (or it it yaw?) on the debug screen, if I move my head a little bit up, it disappears.
http://pastebin.com/Wpy0GVjN - Crash Happens when goes into creative and go to the IE tab.
http://gyazo.com/9e129093a262f7c8971b426272c7f0c1
I think the method was renderAsNormalBlock -> true but it is false :)
So basically I'm using IE on my own little server (2 person at max time) and for some reason whenever I restart the server all my wires disappears ! I don't know if there is anything else I can add except that my build are in a Rftools dimension and that I run on 0.1.15
NOTE: This is only an assumption currently
So I was in Creative Mode, tabbing through mods. As soon as I attempted to tab into the page that IE SHOULD be on, my client crashed. I can only assume IE is on that page, since the last mod of the previous page was Harvestcraft. Client Crash log is posted below.
after some time you play a map it just becomes iresponive you cant do anything actaly even but game haveing 130 fps but after i deleted the mod my map is again responsive
Edit: First off, I love the mod - the multiblocks and visuals are amazing!
I have been watching people play with this mod on FC2 for some days now, and I have been testing it myself in single player. I know its alpha and you have a lot of stuff to add and fix.
My "issue" is the ores, you add copper, bauxite, silver, lead and nickle. But only copper have some real use in your recipes. This is kind of strange adding 5 ores to world gen while almost not using any of the ores except copper. This is no problem in big packs that uses all these ores already, but for small packs (like one I am working on) this is the only mod that uses non vanilla ores, and adding 4 ores with 3-4 uses seems very exaggerated. I guess you plan to add more stuff that uses the other ores later, but is all 5 needed?
The constant Grit dust could maybe be made by copper and redstone dust. That would remove all use of Nickle in the mod.
Aluminum is used in High Voltage parts, but those few could be exchanged with steel.
You also use aluminum grit for cartridges in the revolver, but that could easily be iron dust.
Electrum is made with silver and gold, that is the only use of silver. Could that maybe be made by gold, redstone and copper dust.
These are just musings, and I know the final mod would probably have more use of the ores. And I could always use minetweaker to do these changes. But I think it is worth considering if it is needed with 5 extra ores, maybe you can do like Ender IO. If they do not detect Copper in world gen they use iron in the recipes instead. I feel copper has a real use in the mod so far, but the other 4 ores seems more excessive then needed.
It is not really an Issue, but i want ask that i can do the german translation?
Maybe put { world.markBlockForUpdate(x, y, z); } into
because markDirty() won't forcefully sync it with the client.Like the title says they won't pick up IE ores. I am going to test this with Ender Quarry too. Here is the screenshot http://puu.sh/hNnpm/28ea864fb2.jpg
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.