Mekanism

Mekanism

129M Downloads

Chemical Upgrades Not working in Injection chamber/factory & energy upgrades don't work in separator (1.20.1)

litjohn50 opened this issue ยท 9 comments

commented

Issue description

MC: 1.120.1
Mod Version: 10.7.10.73

The title sums it up.

The chemical upgrades don't work in the injection chamber/factory, so I needed to generate excessive HCL to multiply ores constantly.

Steps to reproduce

No response

Minecraft version

1.21.1 (Latest)

NeoForge version

21.1.122

Mekanism version

10.7.10

Other relevant versions

No response

If a (crash)log is relevant for this issue, link it here: (It's almost always relevant)

No response

commented

EDIT: Disregard, energy upgrades on the separator now intentionally only buff power capacity and not consumption. Found it on another issue that this is to prevent making more hydrogen than is needed to power the separator.

commented

So First I make 2 droplets have the same quantity

Image

Image

I will do 1 process per gauge. First one is without upgrade

Image

Left with a remainder of 1690

Image

Second one is with the upgrade

Image

Result is 1690

Image

This shows the upgrades do absolutely nothing

commented

Gonna need a few more details, like how you're measuring

commented

Please supply full mod list

commented

I am more surprised by the fact that the injection chamber used the same amount of HCl in both operations. This is very unlikely to happen. The chemical usage in injection chamber (along with some other machines) is somewhat randomized and it won't use the same amount of chemical 99% of the time.

It looks like it consumed exactly 200 mB for a single operation. I am wondering if you have a mod that actually makes it so randomizing factor is removed. This would definitely result in chemical upgrades not doing anything because the machine uses a fixed amount of HCl every time.

On a smaller chance it could be related to the recipe itself (I don't know what exactly that item is) so maybe that recipe was manually added and somehow made to use 200 mB specifically?

commented

i have the same issue in ATM10 3.0-3.2 the unifying mod icon shows on the recipes and automating it using AE2 the recipe calls for 200mb but if i do a craft of 100 lets say sulfur without the chemical upgrade installed it gets through like 30 and then is out of hydrogen chloride. If i install the chemical upgrades it gets through 94-98 of them and the last couple are stuck. If i modify the recipe to counter that then it gets through all of them but leaves a ton of HCL in the system, since mekanism can't dump chemicals its been a real pain trying to automate anything. Its only been an issue in machines that accept the chemical upgrade as well. All the other ones have automated with some tweaking or additional piping.

commented

i have the same issue in ATM10 3.0-3.2 the unifying mod icon shows on the recipes and automating it using AE2 the recipe calls for 200mb but if i do a craft of 100 lets say sulfur without the chemical upgrade installed it gets through like 30 and then is out of hydrogen chloride. If i install the chemical upgrades it gets through 94-98 of them and the last couple are stuck. If i modify the recipe to counter that then it gets through all of them but leaves a ton of HCL in the system, since mekanism can't dump chemicals its been a real pain trying to automate anything. Its only been an issue in machines that accept the chemical upgrade as well. All the other ones have automated with some tweaking or additional piping.

This is just how the system works. Three machines in the mod (chemical dissolution chamber, injection chamber and purification chamber) use a randomizer factor while consuming the chemicals. Recipe viewer mods like JEI only show the average use, so the values on JEI do not have to apply all the time. Anyways, the chemical usage is divided by 10 when all chemical upgrades are installed, and the usage is multiplied by 10 when all speed upgrades are installed.

In your case, AE2 autocraft always assumes that the chemicals need to run out or any extra is not needed. Since the chemical usage is randomized, you cannot have a good outcome while using AE2 autocraft with these machines. If you want a simpler way, just make enough of the chemicals and don't include the chemicals in the pattern and supply the chemicals directly to the machines by other means.

This issue we are currently talking in is a different problem. It just looks like the machines always use the same chemical amount no matter what.

commented

oh well that would be preferrable, why would they complain about that lol. i know the issue is the chemicals required aren't reduced but damn it makes automation easier.

commented

oh well that would be preferrable, why would they complain about that lol. i know the issue is the chemicals required aren't reduced but damn it makes automation easier.

Because their chemical upgrades have zero effect on the chemical usage, that's why they opened this issue :p