Reactor consuming yellorium when offline
troslim opened this issue · 8 comments
I had one problem with my reactor before, but that apparently was due to a Tinkers Construct smeltery being in the same chunk causing some problems. So I removed that and had no problems for a day, but now whenever I get offline and come back some time later, all yellorium is used up and turned into cyanite without giving me the power. The reason I know I am not getting any power is that I have a very efficient reactor that would get me lots of power for 1 yellorium ingot, so the 2 stacks would last me for at least a week instead of 1 day. This is also due to the fact that I have automatic turning on and off when below and above a certain percentage of my power storage.
I do have a chunk loader from chicken chunks set up, but our server changed the config so it would only load chunk when I am online. So there are no machines or anything else that is using the power.
Okay i'm having an issue with my big reactor burning through all my fuel while i'm offline. all my fuel is cyanite when log on, and i have no power to show for it. and just to clarify there is no chunk loaders in my place, and the reactor was shut off. also is the reactor self-chunkloading as i tried hooking up an automatic reprocessor system, and that only made it so i didn't even have blutonium after i logged back on
running version 0.4.3A, it is on a custom modded server, there is no
tinkers stuff anywhere near by, and i manually turn it on and off. and
there is no auto chunk loading. there could be something in my place that
is chunk loading, but still my problem is still that my reactor seems to be
switching itself on when no one is around it. i'll log on and find the
reactor empty and cyanite sitting in the output ports
On Mon, Sep 28, 2015 at 12:36 PM, killerall5385 [email protected]
wrote:
there is not auto chunk loading. do you have anything using power from the
reactor that would be eating the power? is it on a server? is it within
spawn chunks? within 75 blocks from spawn. do you some auto on/off system.
is it over a tc smeltary?other useful info.
modpack and version.
Big reactors version.
all config options.
a picture of what is happening.—
Reply to this email directly or view it on GitHub
#537 (comment)
.
Do you have MFR in your custom pack? If so a workaround till it gets fixed is to use rednet cables to insert the control rods at the same % of energy stored in your storage system. This will cause you reactor to shut off when full of energy.
i do, okay will try this, thanks
On Mon, Sep 28, 2015 at 4:44 PM, BookerTheGeek [email protected]
wrote:
Do you have MFR in your custom pack? If so a workaround till it gets fixed
is to use rednet cables to insert the control rods at the same % of energy
stored in your storage system. This will cause you reactor to shut off when
full of energy.—
Reply to this email directly or view it on GitHub
#537 (comment)
.
there is not auto chunk loading. do you have anything using power from the reactor that would be eating the power? is it on a server? is it within spawn chunks? within 75 blocks from spawn. do you some auto on/off system. is it over a tc smeltary?
other useful info.
modpack and version.
Big reactors version.
all config options.
a picture of what is happening.
I think this is linked to the below issue.
https://github.com/carrotengineer/EnderTech/issues/65
Can you please confirm from your console/logs if you have this error coming up.
I've done some extensive testing and confirmed the issue. It's definitely seems to be the BigReactors mod. The problem occurs when the multiblock structure of the reactor sits across a chunk boundary. If you go far enough away where only one chunk of the reactor is loaded, the console will throw a ConcurrentModificationException. If you go back a chunk and load the entire reactor again, and continue loading and unloading half of it without ever fully unloading it, the reactor max capacity will increase each time. It doesn't double, but it gets the correct max capacity added each time. For example, the reactor I tested had a max of 4140 ingots, part loading / unloading 5 times increased it's max capacity to 20,700 ingots. Fully unloading the reactor, or breaking a block and replacing it, will show the correct capacity once again.
But that's also what's killing the fuel. This particular reactor was 17x17, so it had to cross a chunk border. The split was 16-1, with the 1 being the side the reactor controller was on. If you went in the direction that kept only the controller loaded (with the majority of the reactor in the other chunk), you'd only lose 1 stack of ingots. But if you went the other way, where all but the controller was loaded, you would lose all the fuel (4,000 plus ingots).
But worst of all, doing this continuously increase CPU and memory usage on the server until it eventually stalls or gets unresponsive. Sometimes it will throw errors saying its doing a parts audit, and it found so many blocks that were dead or disconnected. I think the concurrent modification error is crashing the threads it uses to do these audits, and they aren't being unloaded properly and accumulating, using CPU and memory. I may look at the code tomorrow and see if anything sticks out.