Comments (2)
Yep... been playing a small-ish 1.16 modpack with a few friends recently and AE2 stuff is covered behind facades and then... then there's mekanism cables/pipes/tubes everywhere..
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Right. I should probably reply to this in here since we continued the conversation on Discord.
I'm currently working on my thesis and I have about a month and a half left until I'm done with university.
After that I'm moving and building a new office office space, and once that's done I can sit down and look into it.
I'll need mod developers who are interested in supporting it to work with me on ironing out the bugs, though.
I don't want a repeat of MCMP2 where people started dropping support for it because it was buggy, but never reported any bugs themselves.
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Related Issues (20)
- breakBlock call resets RS nodes HOT 3
- New API Questions HOT 3
- Multipart rotation and recoloring hooks HOT 5
- TileMultipartContainer.Ticking doesn't call update() on client side. HOT 12
- Crash with RefinedStorge and Mekanism HOT 4
- 1.12.2 Can't place mekanism cables Chisel&Bits HOT 3
- Ladder support HOT 1
- Clicking with multiparts HOT 2
- isLadder doesn't nullcheck getCollisionBoundingBox
- TileEntity#Invalidate is not fired on Client Side.
- IMultipart#getDrops does not wrap the world HOT 1
- World.notifyBlockUpdate inaccurately mimics (bad) vanilla behaviour HOT 10
- Crash after player broke a multipart with generous amounts of Charset wires HOT 1
- [1.10.2] Crash when breaking Mekanism cables HOT 5
- Refined Storage Cables HOT 5
- java.lang.NullPointerException: Ticking block entity with Mekanism/MCMultipart (Universal Cable) HOT 3
- Crash w/ Structure Blocks
- MCMP3 API Specification Discussion HOT 1
- Bug: Incompability with CTM .mcmeta
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