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Mod Incompatibility

Open da3dsoul opened this issue 10 years ago • 7 comments

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 avatar Feb 23 '15 20:02 da3dsoul

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

da3dsoul avatar Apr 13 '15 10:04 da3dsoul

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

planetguy32 avatar Apr 13 '15 14:04 planetguy32

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

planetguy32 avatar Apr 14 '15 04:04 planetguy32

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

lukecfairchild avatar May 18 '15 15:05 lukecfairchild

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.

planetguy32 avatar May 25 '15 01:05 planetguy32

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

WeCodingNow avatar Oct 17 '15 03:10 WeCodingNow

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.

perkinslr avatar Mar 29 '16 23:03 perkinslr