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Waterwheels stop producing power on server restart #77

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Nocty201 opened this issue Apr 11, 2015 · 1 comment
Open

Waterwheels stop producing power on server restart #77

Nocty201 opened this issue Apr 11, 2015 · 1 comment

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@Nocty201
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We're running a modified and expanded FTB Infinity pack on a Cauldron server.

I started with four waterwheels - two on each side of a wooden kinesis pipe (using it like an axle), and two setups like that. These were connected via approx 100 pieces of stone kinesis pipe to a leadstone energy cell from TE. After restart, they'd show a target of 0 and actual of 0. If you broke and replaced the pipe, no change. If you broke and replace one of the four waterwheels, it'd spin them all back up to "normal".

I expanded to six waterwheels. This time, I used leadstone cells as the connecting points (appropriately configured faces) and leadstone duct to connect it to the final cell. It works fine, until a restart at which point it stops (0/0) until you break one of them - then they all spin back up.

Not sure what's happening, but am happy to help with further info/screenshots/diagnosis/testing as required.

Thanks!

@Nocty201
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Have done some more experimentation. Using pistons to break the waterflow prior to restart and restoring the water after the restart does not make a difference.

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