Mechanical Pipes and Machines wont in/out liquids. Granted, I left said chunk and came back to this error, but still. On the other end of the ultimate cable is an additional advanced powercell used as a power buffer to ensure power to machines. Click the extracting part of the pipe to change modes, add filters or add upgrades. Coming back, the cables will have ceased working and the network will no longer be existent. OreExcavation-1.8.157.jar The subreddit for all things related to Modded Minecraft for Minecraft Java Edition Well occasionally send you account related emails. The pipe connects to the top of an elite purifying factory. etc. Please make sure that it isn't set to expire.]. i can connect and disconnect empty pipes with the configurator. So from what I can tell. create-mc1.16.5_v0.3.2g.jar However I did scan with the network probe and when the cables are functioning normally it reports the correct amount of energy receivers and givers. morecfm-1.3.1-1.16.3.jar I make copious use of this fact. Forge 108, 1.16.1. Well occasionally send you account related emails. StorageDrawers-1.16.3-8.3.0.jar You are receiving this because you authored the thread. BTW. **Mekanism: 9.3.4 vehicle-mod-0.45.2-1.16.3.jar I don't know how easy this is, but try connecting up an entangloporter outputting to a bunch of universal cables connected to a whole bunch of machines and stuff. Likewise, if the cable is near a machine and its side can accept energy, then the two will be connected. BetterThirdPerson-Forge-1.16.4-1.5.1.jar Even bigger guess for a solution: Once a structure is validated (and maybe even invalidated) let all things that interact with the "outside world" (valves & blocks) execute a block update letting blocks next to it know its state has changed. So say you have a purple cable. --Edit-- MekanismGenerators-1.16.5-10.0.24.453.jar When returning both Mekanism power sections have stopped working (the generator -> buffer ultimate cable and the buffer -> machines elite cable). #1 Is there a better way to store Mekanism chemicals other than the gas tanks? Is also happens with the "induction casing battery" or "Thermal Evaporation Tower". **Other relevant version: Hello, Feed The Beast Wiki is a FANDOM Games Community. Be in the chunk with working Mekanism cables (I use Advanced Universal cable). jei-1.16.5-7.7.1.137.jar Higher tiers of upgrades mean a higher transfer rate. It produces Hydrogen, which can be burned in a Gas-Burning Generator to produce power (the same amount that you put in). All pipes use the same logic ;) It's very related to a long lasting bug, which we tought was fixed in one of the latest releases (certainly in 1.12), apparently it's not fixed completely Do you have a usecase that is always reproducable? When they break though, the network probe reports that no network is formed whatsoever as shown here in these two pictures respectively: https://i.imgur.com/9RHvddq.png and https://i.imgur.com/RJhZUHv.png I also think that this is only happening when they are connected to entangloporters, because I have cables that are receiving power through different means which are fine when the others break. Server java version: I have set up 6 Smelting Factory in a row and after moving away from the device, and then after returning only a part of Smelting Factory did not ship its product. I seems that it will happen either when I quit to title or if I AFK and Minecraft goes to the Game Menu. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Mousing over a Mekanism machine or factory will show the color for that side, . It is a known issue that we have not figured out. Screenshot of a "broken" cable according to HWYLA, showing that it isn't forming a cable network. https://gist.github.com/ProsperCraft/92c7b09dc4d4ba649367a233ffd63ba6, [ic2-poolthread-20/WARN] [ic2.EnergyNet]: Tile mekanism.common.tile.TileEntityEnergyCube@ebf03d8 (dim 0: 86/59/139) removal without registration. Mekanism machines will not spill your items all over the floor! Here's a picture showing it happening within one chunk. Tested Basic and Elite Universal cables. Playing Valhelsia 3 with 10.0.18.445 and have this issue. back ( usually teleports to me and goes back to his base ). In a max size compact machine I have a 25k rft/t liquid ethylene powered Advanced generator turbine with a forge power emitter. Mekanism: the mechanical pipes are not transporting the fluids from the tanks imgur 6 3 3 comments Best Add a Comment RaidenCat 3 yr. ago shift right click on the pipe connected to the tank with mekanism's configurator linux_n00by 3 yr. ago You signed in with another tab or window. The pipe lost power at the connection point, like here. Pipe gets loaded, may not connect, structure is loaded (and validated), pipe may connect but isn't aware of this. Gold Pipe (to accelerate items if your network bridges a long gap and you're not using Teleport Pipes). obfuscate-0.6.2-1.16.3.jar <. You signed in with another tab or window. How do I set this shit up. Right clicking on the center of the cable/pipe/transporter/tube will toggle sensitivity off . Sign in However, as you can see with my screenshot, it seems like it's not compatible despite every tutorial using mechanical pipes. Version is the 9.4.0 homebaked in AlltheMods3 2.8, Your version is far too out of date and probably doesn't even include the initial half of the fix to this type of problem. network if used on both the working section of cabling, and the "broken" I am closing this then, as I have finally had a chance to look into this and the issue is with how forge is handling reviving caps that it invalidates it but still returns the old invalid cap from getCapability if called from an invalidation listener which then shows as not being present as it is invalid. Than followed by all Meka machine blocks losing power. Leave the area they are in (at least 32 chunks away). I was thinking of ways to automate industrial foregoing's plastic and got an idea for it. I really wish there was a way to stop similar transmitters from connecting together. Come back and see it all working properly again. [Suggestion] Be able to stop pipes connecting. OpenJDK Runtime Environment (build 16.0.1+9-Ubuntu-120.04) Already on GitHub? And when I reconnect them at one place it usually breaks at another place. have issues connecting to Thermal Series blocks #6817 Closed --- By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Deleting even the machines doesn't help. Privacy Policy. I am playing Valhelsia 3 and I can confirm that this issue is still happening as of Mekanism v10.0.17.444. The subreddit for all things related to Modded Minecraft for Minecraft Java Edition Note: This type of pipe only transports liquids; for gases there are the pressurized tubes. carryon-1.16.5-1.15.5.15.jar I'm a bit worried that I may be "overcalling" state changes but it's definitely reliably working. Getting a lot of reports from users on my pack that they have had to stop using Mekanism pipes all together because of this. The machines are passing from one to another in an assembly line fashion without problem. Other relevant version: The crashlog here is NOT relevant in any way, I'm just posting it so you can see the modlist (the mods haven't changed but they have been updated recently to their latest versions with no impact on this bug whatsoever). Forge 14.22.1.2478 Tech guess: citadel-1.8.1-1.16.5.jar We actually are - the question is if your cables automatically reconnect. Before i restarted, the i had fix the left tower by replace on block from the multi block, but the right tower was broken. OpenJDK 64-Bit Server VM (build 16.0.1+9-Ubuntu-120.04, mixed mode, sharing), Minecraft Server version: [1] Mekanism cable networks cease to exist when leaving an area and coming back, chunk-loaded or not. to your account. Mekanism: 9.4.1 Also, the server was throwing out a error with the Mekanism energy cube. It broke the entire RS system. privacy statement. I'm almost certain that this issue has been fixed in the latest release. If it doesn't change the pipe when you do then you may also need to change the mode of the configurator. Fix issues with empty transmitter networks recombining and empty pres, place a creative filled gas tank (or a factory that produces a gas) and connect a pressure pipe with it. I make a change in the cable network. To transport liquids, for example, from machine to machine, connect them with pipes (shown in Picture 1). By clicking Sign up for GitHub, you agree to our terms of service and Even using a pipe one a machine with autoeject turned on works just fine. The text was updated successfully, but these errors were encountered: I believe what is happening is that for some reason the networks are not "joining" together, but I am not quite sure why or how as I am unable to reproduce this. We were using extra utils chunk loaders, but switching to ftbutils for chunk loading fixed the problem completely. --Another edit-- fishingoverhaul-1.16.5-1.0.2.jar I remember that the network Pipes can be disconnected/reconnected by sneak-clicking with a wrench. I believe what is happening is that for some reason the networks are not Im getting kinda frustraded lol. I am playing Valhelsia 3 and I can confirm that this issue is still happening as of Mekanism v10.0.9.432 with Forge v32.0.108: I go back inside to find all cables dark, even the ones in the generator -> buffer section (the ultimate ones). Also, the cabling storage amount will keep going up infinity, as you disconnect the problematic section. It is also running SpongeForge 1.12.2-2768-7.1.5-RC3512. This subreddit was originally created for discussion around the FTB launcher and its modpacks but has since grown to encompass all aspects of modding the Java edition of Minecraft. :) Clicking the A button will toggle the Auto-Eject function on/off. Removing and adding it back on will increase it by 40 units. Mekanism 9c7164c (version of 1.12.1, 5 hours ago). I am not running a server. Mekanism can also run off MJ, and I believe it also works with EU. It is randomly, sometimes the multi block structures are connected and any other are disconnected. The /r/feedthebeast subreddit is not affiliated or associated with the Feed the Beast company. Hey @thiakil, Is there anything we (the devs of SevTech) can do to aid you in finding the root cause of this? Mantle-1.16.5-1.6.127.jar The grid wouldn't allow me to access the storage. The text was updated successfully, but these errors were encountered: I think the microblocks covers I've used for this were from the Extra Utilities mod. invtweaks-1.16.4-1.0.1.jar Thermal Series: [Expansion]1.1.1, [Foundation] 1.1.2. reader said that the working cables , the green ones had energy , while the Pipes can be disconnected/reconnected by sneak-clicking with a wrench. lets say 15-20 away). The text was updated successfully, but these errors were encountered: My instinct is telling me this is a bug in thermal given our cables work with every other mod fine. (Mekanism-1.16.5-10.0.24.453.jar) Network from gas generators to a thermal expansion energy cell was from, but from that energy cell to everything else there was no network. I replace mekanism powerpipes with ThermalExpansion powerpipes(water and gas pipes stay mekanism) and this issue appears rare. The design idea worked but there was a flaw. flywheel-1.16-0.2.5.jar Sign up for a free GitHub account to open an issue and contact its maintainers and the community. section of cabling. Minecraft 1.12.1 Place the tubes next to an invalid structure (completely build, controller missing), like in above picture. Reopening this for now then so I remember to look into this in more detail when I get the chance. After Disconnecting it from the tank. It is the tier 1 of liquid transport pipes provided by Mekanism, with the lowest capacity of 1000 mB and pump rate of 100 mB/s. "name" = ""Navbox Mekanism"" Have a question about this project? 3 players on my server all experiencing same issue. Use Pressurized Tubes to extract the Chloride, which I think will come out of the right side of the block (left side on the bottom picture). chunkloaders-1.1.7-mc1.16.5.jar Mekanism cable networks are breaking when leaving an area and re-entering it. Currently it is impossible to run say two fluid pipes next to each other with different purposes. Chisel-MC1.16.5-2.0.1-alpha.4.jar And you can do that till it has thousands of MFE units. Ultimate Energy Cube is fully functional with EnderIO conduits used for a single input and a single output. ***> wrote: Also how often does this end up happening or was it only a odd one off occurrence that you haven't had happen again since? Now when I leave the whole thing stops working again. It first happened to the RS Controller block losing power. GitHub mekanism / Mekanism Public Notifications Fork 467 Star 1.1k Code Issues 44 Pull requests 8 Actions Projects 2 Wiki Security Insights New issue Pipes, Cables, etc. The Fluid Pipe will automatically pull liquids from a liquid output side to put them into an input liquid side, as shown to the right. MC Version: 1.16.1 Mekanism-1.16.5-10.0.24.453.jar By default pipes are relatively slow. I believe it may be forge and ftbutilities fighting over chunk loading tickets causing wierd unloading of the chunks the cables are in. I can confirm replacing the cables and restarting the server wakes up the cables until it happens again. Maybe it's FTBUtilities and Forge strange crossissue (but i try force the limit of updates in FTBU config - it's not work). next one , the broken empty one , did not have any energy in it . Currently it can transport: Hydrogen Oxygen Water Vapor Chlorine Sulfur Dioxide Sulfur Trioxide Sulfuric Acid Hydrogen Chloride Fissile Fuel Polonium Nuclear Waste Spent Nuclear Waste Ethylene Sodium Gaseous Brine Slurry Crafting Recipe 8 Blocks It saw the Controller block from RS as a energy cube. when breaken the pieces that where in the chunk that wasn't always loaded(outside 3x3), and only replacing them. Recipe TConstruct-1.16.5-3.2.1.296.jar Running Minecraft 1.12.2 EOD Synthesis (it has Mekanism 1.12.2-9.4.3.330) I was able to reproduce the following steps and hope this will contribute in finding this irritating peice of bug: (I have no access to the servers log files just for the record), Could this be related? We've got a reproducible case with only Mekanism installed, however not had enough time to narrow it down to some misbehaving piece of code. ! ChunkAnimator-1.16.5-1.2.4.jar Tesseract Not connecting to Pipes Deathkeeperx Feb 8, 2013 Please make sure you are posting in the correct place. Recipe Shapeless Crafting BuildCraft 6.1.1 and below I've had to go to great lengths to stop my Hydrogen and Hydrogen Chloride supplies from mixing together :( Right-clicking a Fluid Pipe with an Engineer's Hammer in it's connecting spot will prevent it from connecting, or allow it to connect if it has been disabled. I am banging my head against the wall for these Mekanism Logistics Pipes. Pressurized pipes won't connect to the dynamic valve, and BC fluid pipes, even though they connect, don't carry Mekanism chemicals.