Open FallenRecruit opened 6 years ago
Yeah, this was to be expected, don't move ID networks with frames (for now). Most likely we'll have to add custom support for FL.
If you want to support this now, should we also reopen #309?
Quark doesn't provide an API for this AFAIK. So we'll have to wait and see if this can be solved without using the FL API, if so, this should automatically work with Quark as well.
I would appreciate if before if the network even worked while on a "frame mod", that it did not crash at all. It is sometimes hard to predict when certain blocks are going to be moved, and with the new "full block" status of cables, it's extremely easy to move cables by accident. Having this crash a server is confusing, and could be easily (I think) avoided by correctly removing parts from the network when the block entity is removed.
Having this crash a server is confusing, and could be easily (I think) avoided by correctly removing parts from the network when the block entity is removed.
@octylFractal ID should already be cleaning up things correctly when blocks are removed. But you're welcome to submit a PR if you think anything needs to be changed 🙂
I would submit a PR, but the build seems to require me to have a username and password for a Maven repository (or maybe for me to install everything CyclopsMC from scratch), and your CLA requires write access to my gists. This is a non-starter for me, so I am unable to make a PR.
Issue type: Bug
Short description: Crash when moved by frame (DW20 1.12.2 Modpack)
Expected behaviour: Game should function as normal
Actual behaviour: Crashes with error log
crash-2017-12-08_18.55.49-server.txt
Steps to reproduce the problem:
Versions:
Log file:
https://pastebin.com/5wzgu52Q