Railcraft

Railcraft

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Engines don't output enough energy to keep up with production

mystise opened this issue ยท 7 comments

commented

https://github.com/CovertJaguar/Railcraft/blob/master/src/main/java/mods/railcraft/common/blocks/machine/beta/TileEngine.java#L345

vs

https://github.com/CovertJaguar/Railcraft/blob/master/src/main/java/mods/railcraft/common/blocks/machine/beta/TileEngine.java#L329

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:

https://github.com/CovertJaguar/Railcraft/blob/master/src/main/java/mods/railcraft/common/blocks/machine/beta/TileEngineSteam.java#L140

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.)

2015-03-26_14 16 29
2015-03-26_14 16 38

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.

commented

I have no idea how the new MJ handles engines. @AlexIIL your feedback might be necessary here.

commented

This will get completely reworked then. Closing the issue for now as obsolete.

commented

Engines will be changing anyway alongside the MJ rework so I can't really offer much feedback until then.

commented

This was specifically balanced during the RF transition so that Engines would reach equilibrium at the red stage.

commented

Though the issue of the sound is something I hadn't considered. I'll think about it.

commented

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.

commented

Well, I chose red, because otherwise red might as well be removed entirely. There is no other way to reach the red state anymore.