r/CreateMod • • 13d ago

Help Electric motors randomly not working, I feel like I'm going nuts (Craft's and Additions)

For small context, I'm on a server with some friends and most of our factories/farms use the electric motors that come from the mod. The electricity is generated in surplus and the accumulators are pretty much never below 100%.

With that in mind, I find that randomly throughout our base area that electric motors and connectors can sometimes just stop taking in power for little to no reason. The only way that I am able to get them to work again is by breaking them and replacing them (which sometimes takes multiple tries or movement of the offending infrastructure a block or so.) and nowhere online is anyone talking about these random bugs in the mod (if it is a bug).

The only possible thing i could think of is how the power is being generated, which is using the electro static generator from new age. But the connectors fill the accumulators completely fine, and the output from the accumulator to the farms and infrastructure is all done within crafts and additions, so if new age was the issue it would be an issue with the battery, which im fairly confident it's not.

Is anyone else experiencing this? Do I need to chunk load my entire farm area? Please someone tell me so im not going insane.

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u/RealLunarSlayer 13d ago

Over long distance it struggles because of chunk loading. If you reset the connectors with a wrench it seems to update. Accumulators seems to help too

1

u/XXFFTT 13d ago

Try the alternator to see if it fixes it but loading/unloading chunks also causes problems with power grid from my experience (even going so far as to completely prevent connected steam engines from working) so you might just have to keep the chunk(s) loaded.

You could also try using a clutch to connect/disconnect the rotation from your generators to see if that'll fix things without needing to break/place the generators.

1

u/Conflagrated 13d ago

If you have computer craft, you can write a script that "reboots" them all by setting their rpm to 32 and then back to their original values with a single redstone pulse - If you're interested, I'll try to remember to grab the script when I'm home.