Engines don't output enough energy to keep up with production
mystise opened this issue ยท 7 comments
vs
The first one (the old one) adds half the current energy value to the amount it tries to extract, while the second (the current version) does not. Because of:
This line, the maximum amount that can be extracted is 8 times the per-tick generation. As the engine outputs less often than once every 8 ticks, it can't actually keep up with the amount it generates, thus why the steam engines always reach red stage when they used to stay green or blue. (And actually has nothing to do with Thermal Dynamics)
Example setup: (Comparable setup in MC1.5.2 had the engines always at blue or green, which made the sound a nice backdrop. When at red they play the sound obnoxiously often, thus decreasing their usability in a base.)
Similar to this issue: #523
Edit: I would make a PR, but I only have Java 8 installed and Forge doesn't seem to want to cooperate.
I have no idea how the new MJ handles engines. @AlexIIL your feedback might be necessary here.
This will get completely reworked then. Closing the issue for now as obsolete.
Engines will be changing anyway alongside the MJ rework so I can't really offer much feedback until then.
This was specifically balanced during the RF transition so that Engines would reach equilibrium at the red stage.
Though the issue of the sound is something I hadn't considered. I'll think about it.
In my personal opinion, I think the original behavior of stabilizing at blue/green was a good idea. It limits the noise, and it outputs enough energy to keep up with production while still only outputting every engine pulse rather than all the time.
I am wondering how stabilizing at red is more balanced though, I fail to see why.