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IC2 Incompat #27

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Speiger opened this issue Feb 9, 2016 · 0 comments
Open

IC2 Incompat #27

Speiger opened this issue Feb 9, 2016 · 0 comments

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@Speiger
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Speiger commented Feb 9, 2016

I see some people try to combinate IC2 TileEntites in combo with TileEntity moving mekanims...
The problem is really simple. You copy the TileEntity instances and move them around while the original place gets removed but the original is still there...
That causes huge problems with the IC2 EnergyNet. Unlike other mods IC2 has no BlockControlls the EnergyFlow of the network... Nope there is a outside of the box thing happening...
And when i readed the sourcecode of Arcchimedes-Ships i nodest one thing: You never replace the Coordinates of the TileEntity. When you move a TileEntity in the World it is always at the same position. It gets never Overriden... Normally you have to override the coordinates after you change the Coordinates of the TileEntity... Which seem not to happen... Thats why the IC2 EnergyNet gets extremely confused with the TileEntities you move around... I am wonderring why the world does not get corrupted after a restart... Because The TileEntities should get moved after a reload.

Also one thing. Your ship entity has another design error. Since 1.7.10 it is possible to make bigger Portals. (and even if that is a mistake on my side but still when this feature comes into place) your mod will break everything as soon someone tries to move a ship through a portal. Because you keep the World of your entityChunk not up to date when a dimension switch happens. And yeah there is a dimension switch that does not happen on the EntitySide. (BlockSide)

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