Applied Energistics 2

Applied Energistics 2

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Energy Acceptor not giving the System enough power 1.20.1 Fabric latest version

almdudlerking opened this issue · 9 comments

commented

Describe the bug

The energy acceptor unfortunately doesnt work well in that version of minecraft. I works in smaller systems with lower energy demand but as soon as it hits a random threshhold on energy consumption it just doesnt suffice anymore, even when supplied with more than enough power. This leads to the system powering down in random intervalls if not even keep it down altogether. Its incredibly irritating and has been occuring for at least a year

How to reproduce the bug

Place a energy acceptor, have at least roughly 100+ channelsin one system

Expected behavior

Energy acceptor should supply the system with enough power to keep the system alive considering there is no power issue at all, Power supply is taken out of the equation for this entirely and supplies more than enough

Additional details

Using the controller directly for energy input seems to be the only workaround. No, playing energy cells, even ones way bigger than needed do not help mitigate this connection loss in any real way.

Which minecraft version are you using?

1.20

On which mod loaders does it happen?

Fabric

Crash log

commented

The energy acceptor has no built-in limit for transfer.

commented

You'll have to provide an actual system setup since based on this report, we'll not be able to do anything.

commented
  • The energy acceptor has no built-in limit for transfer.
    Im fully aware of this, which is why i made this bug report.
Image Image this is with a normal energy source(Ender cell +Magmators) - it ran out of - in system- power before the ender cell did,

even with a infinite energy source as a creative solar panel from Tech reborn, the entire system refuses to store any of it and eventually goes offline as seen here

Image Image

i cannot stress this enough. This is a creative energy generator with infinite output. It isnt the bottleneck as even adding multiple has the same effect

Image Image

i hope the images work, let me know if you need anything else

commented

Also note: ive used wireless transmitters to simulate higher power systems without cluttering it too much, in all reported cases this bug occured with at most one of them being inside the system at most, if at all. This is for simplicity sake.

commented

Ive tried that multiple times with very large energy cells, they stop charging until system death, adding more just postpones this issue

that sounds kind of similar to #7819, tho that issue was supposedly fixed...

commented

Ive tried that multiple times with very large energy cells, they stop charging until system death, adding more just postpones this issue

commented

We've been encountering the bug before and after that update hit. The first time we discovered it was roughly in september, maybe later. If it would only bunch up that wouldnt a big issue as it would catch up if i understood that right, but it never does.
I can confirm though that breaking a controller piece works and worked as a short term solution though.

commented

Was requested in the discord to post here, with a similar (and probably related) issue. Snippets of relevant discussion outlined here:

@adam8797
I'm picking up AE2 again after a while, and I'm having some odd behavior when shift clicking from crafting. It seems to not keep up and ends up draining the grid instead of refilling from the system.

For example, if I fill the grid with iron nuggets, and Shift+Click the ingot, I end up crafting 18 (and it always seems to be 18) ingots, and the grid empties. IIRC it should keep filling up the grid with ingredients, right?

Power isn't an issue, as I have a mekanism creative energy cube attached.

Image Image Image

@Kaiser
Power might be the issue here. If ya use creative, use ae2 creative cell.

@Mithi83
Add an energy cell (dense if you can afford it) to the network and see if that changes anything. Does crafting in the terminal consume energy though? I know molecular assemblers do that a lot, but this is direct crafting, I‘ve never confirmed that

@Kaiser
Yea it does

@adam8797
Ok, so adding the creative cell does fix it
I'll try a regular cell as a buffer
yup, regular cell does the trick as well

@Mithi83
In that case your network ran out of power and should have briefly rebooted (i.e. the terminal turned grey).

@adam8797
See I was looking for that, but that never happened
I was also looking to see if the lights on my drives went out, but it never appeared to brown-out like I'm used to if I draw too much power

@Mithi83
Hm, strange. But this is a really small network, seemingly without controller (which would provide a small buffer by itself) and using an energy acceptor for power which was mentioned in a bug report recently. Out of curiosity you could check if it works without the energy cell if you replace the energy acceptor with a ME Controller

@adam8797
Can confirm, it works with just the controller, no extra cells

Currently experiencing this with:

  • Minecraft 1.21.1
  • NeoForge 21.1.176
  • AE2 19.2.13

Happy to provide any extra information upon request.

commented

What is likely happening here, is that ae2 devices don't draw power evenly each tick, but rather in batches every few ticks.
Since those "active ticks" tend to not be distributed evenly, and instead "bunch up", this means you need a buffer several times as large as your per tick energy use.

@adam8797
In your case it is slightly different, tho certainly a related problem.
Extracting / inserting items costs a small amount of energy, so when you do a lot of those operations in one tick (like crafting a whole stack), the energy buffer of the network will run out, and subsequent operations fail (resulting in you not getting the full stack)

in both cases, adding (more) energy cells will fix the issue.