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Fixes PA voltage stack overflow on load #1027
Conversation
does it still only OC up to the machine's tier? |
That's what it looked like, but it was an EV PA running HV electrolyzers with essentially random recipes so it wasn't really a structured test and I'm tired so maybe I did my math wrong. If you've got a better test in mind I can do it tomorrow if you haven't already tried it. |
did it run the recipes with EV or HV speed? |
Yeah, it's running at HV or MV speed depending on parallelization. I did notice that the UI is saying max recipe tier is EV, but at least it's not processing EV recipes. That line was not in the UI in the previous build I was running. |
Co-authored-by: sirjoekcb <[email protected]>
* Port multi-amp energy hatches not giving overclocks. (#1009) * port 1.12#2139, 1.12#1741 * run data * fix crash * requested change part 1 Co-authored-by: Mikerooni <[email protected]> * requested changes part 2 --------- Co-authored-by: Mikerooni <[email protected]> * Default predicated buttons to hidden, so buttons don't appear before checking their predicate (#1015) * Fix bucket model (#1008) (#1014) * Fix: processing array accepting multiblock machines (#1013) * fix: Enhance ProcessingArrayMachine no longer use MultiBlock machine controller. * fix: Enhance ProcessingArrayMachine no longer use MultiBlock machine controller. * Optimize access widener and convert to access transformer (#1012) * fix fluid pipes converting an empty fluidstack to an (illegal) null (#1010) * Ordered large distillery outputs (#1021) Defaulted to distillation tower recipes instead of distillery Require 1x output hatches Co-authored-by: sirjoekcb <[email protected]> * Wiremill Circuit Recipes (#1004) * Wiremill Circuit Recipes * Ported the 1.12.2 Wiremill Circuit recipes * Keep wooden form in crafting table after recipe (#923) * fix: always apply OC logic even if amount of OC is 0 so that pyrolyse oven penalties apply. (#1017) * feat: make rubber saplings, leaves compostable (#1018) * fix crash in case of somehow pathing air (#1019) * NO, we DO want to keep the PA deprecated. (#1023) * move to event for data loading so it shows up in datapack list (TURNS OUT THE SERVER DOESN'T CALL THIS WTF) (#1024) * Allow the spray can to paint a chain of blocks at once (#1025) * Allow the spray can to paint a chain of blocks at once * Use MutableBlockPos for chain spray painting * Changed return type of getDurabilityForDisplay from int to float (#1026) * Fixes PA voltage stack overflow on load (#1027) Co-authored-by: sirjoekcb <[email protected]> * add ability to use block/fluid tags in multiblock patterns (#1030) * update, update LDlib, changelog (#1031) * update, update LDlib, changelog * more changelog * Grid UI in multiblock part switcher (#1032) * feat: use a grid UI in the multiblock part switcher * chore: version & changelog * fix errors * don't get resource from mod, return null instead. --------- Co-authored-by: Mikerooni <[email protected]> Co-authored-by: ctrlaltmilk <[email protected]> Co-authored-by: Alendill <[email protected]> Co-authored-by: sirjoekcb <[email protected]> Co-authored-by: sirjoekcb <[email protected]> Co-authored-by: Reclipse <[email protected]> Co-authored-by: Maxim <[email protected]>
What
A build from latest dev is causing a stack overflow on load, I think this is probably a result of the recent overclocking fixes.
Implementation Details
Removed overload for getMaxVoltage().
Outcome
I'm no longer getting the overflow, but I'm not 100% sure what the intended behavior for the PA is here. A quick test seemed right to me and since it's deprecated I'm not too worried about non game-breaking changes or I'd check in discord.