EnergyValve not showing the correct energy flow
duncanwebb opened this issue ยท 6 comments
What I did:
I built two thermal electric generators from immersive engineering and connected their output to a MV relay and then to an EnergyValve. See BluSunrize/ImmersiveEngineering#3235
What happened:
The energy valve shows the same power as when one generator was directly connected.
What should have happened:
I would have expected that the valve showed twice the energy throughput as for one generator
Personal ideas, notes, suggestions, etc. (optional)
I'm pretty sure that this is not a bug in automated redstone but not certain as multiple generators seem to have more power.
What do you think?
Used Versions:
- Minecraft-1.12.2
- AutomatedRedstone-1.12.2-6.1.3
- CD4017BE_lib-1.12.2-6.2.4
- Forge version is 14.23.4.2760
- ImmersiveEngineering-0.12-85
I had an idea, if the output from one thermoelectric generator was 42 RF/t then if I connected more than 42 powered lanterns then it would show blinking lanterns. I added 50 powered lanterns what would require 50 RF/t and sure enough the behaviour was correct. Each lantern added 1 RF/t to the LED display.
So I then connected two thermoelectric generators through a relay to the energy valve but the lanterns still flickered and the LED still showed 42 RF/t. Next I removed the energy valve and when directly fro the relay to the first lantern and the lanterns stopped flickering. (and the lag)
To help this is a picture of the layout, the LED shows 41 RF/t which it does with LV cables.
So now I think the energy valve is restricting the power, in the measurement mode.
Energy can't flow through the Valve without being counted, but in your first lantern example this turned out to be not violated anyway.
Next, the valve should in it self (according to my code for your version) only limit the energy flow in cases, where it would get above 2.147.483.647 RF/T (T is the configured measurement interval). And it doesn't seem you're pumping that much power through it :)
So only IE's energy network could possibly cause the flow limitation.
However, the Energy Valve presents itself through the Energy API as a capacitor with 0 RF capacity. That could maybe confuse IE.
Make sense as the relay can have multiple inputs and outputs. So does this mean you could make a version with "creative" capacity (assuming that creative is high)?
I'll nudge the IE issue as after ten days someone should have reacted.
Thanks for you mod, it looks interesting and will have to look at logic circuits again. :-)
There is no convention I know of about what capacity value is meant to be "creative". But I could use the maximum RF the Valve could possibly let through (if the receiver on the other side wouldn't limit it) as capacity value. And maybe also use the amount that has already passed through during current measure cycle as stored Energy (might be useful for someone who has WAILA or One Probe installed).
By the way, ten days without response is not that unusual (especially for mod developers that do this as a hobby): I've had a case where I waited half a year for a response that was something like "yeah, I'll do it tomorrow" and then another half a year until it was actually fixed :)
That would be great, after a while one probe becomes indispensable. It appears to be a bug in Immersive Engineering, interesting that no one found this before. Thanks for your time, help and of course the mod.
BTW I spent five years maintaining freevo.org, so I do appreciate everyone's time and effort they put into a mod.