ok, so, i tought i understood what the method wanted as paramethers to create a new rotary input, but it doesn't seems to work, and i have no clue if i'm doing something wrong or there is a bug.
tests are done with mystical mechanics wich provide a mechanical system compatible with better with mods and ember
To Reproduce
write the function
import mods.immersiveintelligence.RotaryInput;
RotaryInput.addInput("mysticalmechanics.tileentity.TileEntityAxle", 50);
start the game and check that II recognize TileEntityAxle as an existing class
build contraption as in the pictures and see that the Windmill work as intended, while the other don't
Expected behavior
the wheel on the transmission box connected to the axle is powered
IE Windmill version that work fine
mystical mechanics version added with crafttweaker that do nothing
Environment
OS: windows 10
Minecraft version: 1.12.2
Forge version:14.23.5.2859
Immersive Intelligence version: 0.21
Immersive Engineering version: 0.12-98
the modpack is a pretty big modpack and i will do some test also in a smaller modpack environment
ok, so, i tought i understood what the method wanted as paramethers to create a new rotary input, but it doesn't seems to work, and i have no clue if i'm doing something wrong or there is a bug. tests are done with mystical mechanics wich provide a mechanical system compatible with better with mods and ember
To Reproduce
write the function import mods.immersiveintelligence.RotaryInput; RotaryInput.addInput("mysticalmechanics.tileentity.TileEntityAxle", 50);
start the game and check that II recognize TileEntityAxle as an existing class
build contraption as in the pictures and see that the Windmill work as intended, while the other don't
Expected behavior the wheel on the transmission box connected to the axle is powered
IE Windmill version that work fine
mystical mechanics version added with crafttweaker that do nothing
Environment
the modpack is a pretty big modpack and i will do some test also in a smaller modpack environment