Project Red - Fabrication

Project Red - Fabrication

19M Downloads

1.7.10 Sufficient Power Not Available

Eliteofdelete opened this issue · 23 comments

commented

I am getting the "Sufficient Power Not Available" despite changing the chip out in the networking controller. I was on the opposite side of my base, ordering some stone panels from a request tube when it gave me the dreaded "Sufficient Power Not Available". So, I ran to the network controller and got a new chip for it; however, the old chip still had ~700 cycles on it which has never happened before.

I ignored this and swapped it out for a new one and went to the request tube near by and ordered something only to get the message again. I double checked the chip (had near max cycles on it) so I re-logged. Tried ordering something again and didn't work. I then destroyed it, put another chip in, built a new networking controller, restarted the server, and chopped half of my pipe system off. None of this fixed the message. I am still unable to order anything.

I then built a new simple network to test if that would let me request things and it worked. Hooking everything back to the main network still gave me the not enough power message tho.

On a side note, destroying a networking controller with a chip inside it does not give the chip back, kind of annoying. Frankly, the whole power thing is annoying, and it would be nice to be able to turn it off.

commented

I only had one. I now have a second with the network split into two. I only added the second whenI started having problems with it.

commented

Use one per pipe system.

commented

I had one for one system. It then "broke" and now I have to have my system cut into two with two controllers. Trying to use 1 controller for the whole system just gives me the "Sufficient Power Not Available" message and nothing works.

commented

@simon or @MrTJP is there a range I'm not aware of?

commented

I feel like there might be an item limit as I did put more items into the system.

commented

Well, I just got on again, removed the old network controller, put a new one in a different place with a new chip, and reconnected the two systems. It seems to be working again, but I am at a loss as to what caused it or what fixed it.

commented

After playing with it some more, it seems cutting the network in half, replacing the network controllers, and giving them new chips will allow me to request items from their respective halves. However, hooking up the two networks will once again give me not enough power. Not sure if this is intended or a bug. However, I have not added anything to the network recently (length wise, only items) so it seems strange that it would start giving me that message.

commented

Do you have more than one controller?

commented

I am also having the same issue, except my setup is about as simple as possible. I get "Sufficient Power Not Available" for any type of setup. I wasn't able to find any sort of documentation whatsoever online about "power" in ProjectRed either. This github post is the only place I've seen it mentioned anywhere.

This video depicts the issue: http://youtu.be/vHjYdTA5nVc

I am running Minecraft 1.7.10 and ProjectRed 4.4.8.47

commented

Yes, there is not any docs on the power system. It's simple as far as I can tell. I might create something for it later.

commented

How many branches are on your machines? The req. power is calculated via

def count(p:RequestBranchNode):Int =
            p.subRequests.foldLeft(1)((c, r) => c+count(r))

        count(branch)*10.0D

which translates to English:

define "countBranches" as taking a branch and counting it's branches by calling "countBranches" on that branch.
count equals call "countBranches" on this branch
return count times 10

So, if you have a lot of branching, you might not ever have enough power. (Quick math gives about 3,276 max branches, which should be plenty. You need to have a fresh chip though).

commented

@TheKillerDonut your setup is too simple. You need the "Routing Network Controller" from the Expansion tab, place it under either the request pipe or the interface pipe, and stick a Routing Network CPU in it.

commented

Ah ha, that was it! Thank you! Is there an editable wiki where we can log this information? The current wiki makes no mention of this object at all.
(Also, perhaps that Routing Network Controller shouldn't be all by itself in it's own tab.)

commented

I don't know if the PR wiki is editable or not. If not I'll be contributing a wiki section to my own website for this.

commented

Wiki is editable if you are logged in, i believe. The CPU system for pipes is really pre-dev at the moment, but if @kenzierocks would like to work on it, i won't touch it.

commented

Re-reading the OP, the Creative Routing CPU is just what you're looking for to turn the system off.

Also, in order to fix this I would like to have a copy of the world if possible, or at least some way of recreating.

@MrTJP I'll write something up on the wiki.

commented

Is there anything on the wiki about this? I haven't seen anything so far

commented

It's alright, it doesn't take too much time to tend to these bugs.

commented

@kenzierocks It seems to have been a fluke bug which I am unable to recreate (although honestly not trying too). As of now, I have yet to run into it again, but if I do in the future I'll try not to fix it before sending a copy of the world your way.

Sorry for the trouble.

commented

We might want to drop power, it seems unnecessarily complex.

commented

Was this ever resolved? Im thinking about dropping the power requirements of the system, and going with something a little bit easier to manage but not sure yet..

commented

Yea, I had something else in mind to establish some type of balance, unless it's not really necessary...

On Sep 25, 2014, at 10:38 AM, Kenzie Togami [email protected] wrote:

We might want to drop power, it seems unnecessarily complex.


Reply to this email directly or view it on GitHub.

commented

Power requirement removed. a17fd36