Done MFR Grinder randomly stops working

Discussion in 'The Dark Trilogy' started by Schwip89, Jul 31, 2015.

  1. Schwip89

    Schwip89 New Member

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    I set up my mob farm and everything was allright. At some point the Grinder just decided to stop working and whatever i do i can't get it back to working. It has enough power, and valid outputs for items and liquids. At some points it randomly starts to kill mobs again, only to stop working again some seconds later.
     
  2. chugga_fan

    chugga_fan ME 4M storage cell of knowledge, all the time

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    you want to have a chest behind the grinder, then pump out the items from the chests, it also could be the fact that it has a cooldown on when it kills mobs, :p
     
  3. Schwip89

    Schwip89 New Member

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    As i said chugga - it has a valid output :)
    Items are going into a tesseract that directly imports into my me. Doesn't make a difference if i use a chest instead tough - grinder just doesn't work... - also the cooldown bar is constantly below 10, so it is not the idle phase...
     
  4. Darkcrafter92

    Darkcrafter92 Well-Known Member

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    I investigated with @ManiaXAsguard and found kind of 4 possibilities:

    1) The claim interference (claim vs Grinder)
    2) A grinder glitch because we can here some mobs taking damage but not dying
    3) Too many hostile mobs in the same 3x3 area in a single chunk
    4) A bug or setting specific to the TDT modpack

    (Note: I tried to tell them in the most common to uncommon case)

    I don't know if this will help you but I hope it will help the ones who will so some more detailled researches on this bug.

    Datkcrafter92
     
  5. Slind

    Slind Founder

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    @ManiaXAsguard did you try a /butcher in the area including passive and ambient mobs because of the sounds yet?
    There is a bug where mobs don't die with 0 HP but from all I know they were visible.
     
  6. ItsNora_

    ItsNora_ Names not actually Noah Booster

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    All had full health, butcher cmnd wasn't used I had used /cofh killall
     
  7. Schwip89

    Schwip89 New Member

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    I think i might have found the solution - when you look at the mod upgrade spam that you get when you load the game there is a new MFR version that "fixed a bug with grinders occasionally making mobs invincible". Looks like the modpack is running a bugged version of MFR that has the grinder make mobs invincible.
     
  8. Slind

    Slind Founder

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    Does the pack have the kill joe as alternative?
     
  9. Darkcrafter92

    Darkcrafter92 Well-Known Member

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    That or use fans/conveyor belts into an autonomous activator with for example an etheric sword. :)
     
  10. tonalom

    tonalom Well-Known Member

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    Diamond spikes should work too as they drop everything you would have got if you did it yourself. Make the mobs fall 22 blocks then have diamond spikes on the bottom. That should handle em'. Personally I have never played TDT so I am not sure if diamond spikes is in there. Oh and also use void hoppers or something that works the same way so entities on the ground doesn't bring wisski out to delete them ;)
     
  11. ItsNora_

    ItsNora_ Names not actually Noah Booster

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    Player has used an alternative method in killing his mobs. Using autonomous activators and a vacuum hopper.
     
  12. Schwip89

    Schwip89 New Member

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    Kill Joe is in the pack, but as Mania said i allready resorted to a fan/AA combination to make the mobfarm work. Using spikes is not possible, since simply looking those up in NEI makes your game crash in TDT.
     
  13. Darkcrafter92

    Darkcrafter92 Well-Known Member

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    You don't need to look at the crafting recipe in NEI if you really want to craft them, you can always use the old method: looking it up on google ;)
     
  14. Bennyboy1695

    Bennyboy1695 Well-Known Member

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    We believe we have found the issue that is causing these machines to stop working. It seems to be caused by profiling the lag, we are going to test if all the profiling times cause it or just certain ones and depending on the result will be removing the mod[DOUBLEPOST=1439472016,1439469525][/DOUBLEPOST]Marking solved as issue has been found and now removed as a temporary fix.
     

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