Flux Networks incorrectly detecting limits with Draconic Evolution.
kdb424 opened this issue ยท 6 comments
Draconic-Inc/Draconic-Evolution#924
I have started a bug on Draconic Evolution and we have determined that it's probably a Flux Networks bug. I would like to raise the issue to you. If I have time I'll try to look into the code and suggest a fix, but until then, it's at least known. Excelent mod in general and thinks for your work.
Not sure if this is working correctly yet, but I'm playing SF3 and I just wanted to let anyone who comes across this know that as a temporary fix, you can use draconic I/O crystals as a buffer between the energy core and the flux point. Works like a charm
Fixed in dev - Thanks for the input @brandon3055
Related to this.
https://github.com/CoFH/Feedback/issues/597
My advice (to the mod developers of Flux Networks): do not use the CoFH API.
This issue is also seems to be related to #150 .
@Robijnvogel There is nothing wrong with using the RF API in this mod. In fact it would make absolutely no sense for this mod to stop using it. It just needs to be implemented properly.
@SonarSonic You just need to make a slight adjustment to your implementation to fix this issue. Sure in theory it may sound like a good idea to actually check if a target device has room for energy before trying to send it energy but in practice this is not needed because the target device already does this calculation. This just introduces more overhead and it causes edge case issues like this.
The way the RF API works is very simple. You calculate how much energy your device has available to send to the target device. You then send that amount of energy to the target device and the send method returns the amount of energy that was actually accepted by the target device. You then simply subtract that amount of energy from your device. Done!
I understand it may be a little more complicated than that due to your network system but it cant be more complicated than what you have now.
@brandon3055 Thank you. :)