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Mod Incompatibility #106

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da3dsoul opened this issue Feb 23, 2015 · 7 comments
Open

Mod Incompatibility #106

da3dsoul opened this issue Feb 23, 2015 · 7 comments

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@da3dsoul
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I am setting this up with the intent of an ongoing list of mods that don't work right if moved by anything except a rotator.

Myself or any other collaborators (like planetguy) will check the validity of any and all posts in this and update whether it is actually incompatible or user error.

@da3dsoul
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Reika's mods (I only know of Pylons for now)

@planetguy32
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BluePower's FMP parts vanished when I tried using them in v2.5.4.

@planetguy32
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I couldn't replicate part disappearance using BluePower and RemIM as they are in their Git repos.

@lukecfairchild
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PortalGun mod. The portal frames get cut in half on move. Portals should probably get moved to if it's possible.

@planetguy32
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In beta 4 of PortalGun for 1.7.10, the portals just disappear when moved. They also vanish if you exit the world to the title screen, so it's probably a persistence issue on the part of PortalGun. RemIM moves blocks by saving them in one position and loading them back into another, so anything that can't be persisted won't work without more or less rewriting the entire motion code.

@WeCodingNow
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Mekanism
If you move advanced solar panels, they leave some kind of an invisible bounding block behind.
2015-10-17_08 44 47

@perkinslr
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Electrical age tile entities all vanish or crash the server. I tried to fix it but could only get it to not crash. ELN uses its own node-serialization system that messes stuff up.

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