Okay so here's the deal. TE machines do not have an idle draw, so the initial assertion is incorrect - they truly do not, so I have no idea what you were seeing and would need to know exactly what the setup is to explain what's going on. I can promise you that they weren't drawing energy though. However, vanilla BuildCraft engines will continue to constantly waste energy at the wooden pipe - this is a required mechanism to prevent them from exploding when connected to a (vanilla) grid with no load.
Here's the deal with BC pipes - BC pipes deal out energy based on the amount requested by a machine. Machines in BC (I can't speak for Forestry) request far more energy than they can use. BC pipes do not verify this request, they simply hand out power. The machine then discards any extra power.
TE conduits get a power request, and then look at the object requesting power, and pass it either the requested power, if that value is correct, OR the amount of power that the machine actually needs.
TE machines also have this behavior built in and therefore behave correctly with BuildCraft pipes.
Now, as far as the pull request...the fix is up there and not accepted, but as for why this is the case I am unsure. it was definitely submitted through the proper channels. To be fair, it is a pretty major change, and even though CovertJaguar and I talked at length about it, he's not the only one who has to sign off on something like this.
ah, ok, thanks for satisfying my curiousity. SirSengir must pull some trick off to stop energy flow to the machine when idle then.
random idea: some kind of energy measuring device to see what kind of power is going through a given conduit. (if that's even possible, feel free to ignore it)
ah, ok, thanks for satisfying my curiousity. SirSengir must pull some trick off to stop energy flow to the machine when idle then.
random idea: some kind of energy measuring device to see what kind of power is going through a given conduit. (if that's even possible, feel free to ignore it)
Not much of a trick to it - even the vanilla BC machines don't waste power when not running; the issue is that they waste lots of power when they are. The only real fix TE machines have is that they don't overrequest - the on/off behavior has been consistent since BC started.
As far as the conduit thing goes, an MJ reader is sort of possible, but due to how these work under the hood, we can't do quite what you're looking for. The nature of the conduits is such that they're really designed to help servers out - and they do that incredibly well by being low latency. Unfortunately it means that these don't work quite like any other power system, so drawing parallels doesn't quite work. We'll see what we can do.
I am still stuck in 1.2.5 because of Redpower is there a 1.2.5 version of this mod I can use?
The download page has been updated to include a 1.2.5 version. On a personal note, while I really like Redpower, it alone is not a good reason to stay with 1.2.5.
I'm unsure if this has been asked before or not but if i have forestry installed i have 2 different tin and copper gears
is there a way to use forestry gears instead?
Any chance of a config option to disallow the cobble gen part of the Igneous extruder? The server I run disables lava flow because cobble gens are abused. The obsidian/stone part of the Igneous extruder are great and balanced automatons but we will currently have to disable the whole block due to it cobble genning.
thanks.
Tell you what, I'll make the cobble / stone / obsidian lava and water amounts all configurable in the "tweaks" section of thermalexpansion.cfg.
Though I should point out that the reason for this thing existing is to provide a very low lag cobble gen - the crux of the lag problem is handled by this. Now if you're worried about the "free" part, that's another issue.
Either way, it's going in.
EDIT: And it's in. The default value is still 0/0 though. All 3 rocks are configurable.
Tell you what, I'll make the cobble / stone / obsidian lava and water amounts all configurable in the "tweaks" section of thermalexpansion.cfg.
Though I should point out that the reason for this thing existing is to provide a very low lag cobble gen - the crux of the lag problem is handled by this. Now if you're worried about the "free" part, that's another issue.
Either way, it's going in.
EDIT: And it's in. The default value is still 0/0 though. All 3 rocks are configurable.
Sweet because I always thought that the smooth stone should be free, because you can can make smooth stone now with one of the updates.
Any chance for there to be an update to allow BC gates to work with the energy storage of machines?
At the moment when you place a gate on a pipe near a machine, initially you can see a broken (possibly by texture pack) icon in the gate GUI for Full Energy, but are unable to change to anything else (eg Has Space for Energy). And even if you use this option it doesn't appear to work with the gate anyway (ie doesn't output a wire signal when full of energy).
Awesome mod anyway, but this would make it much easier to integrate early game machines into BC energy nets... Burning through my fuel anyway, but switching the engines off when my net is full/not working, would be great.
Just got to second this, as this functionality would be perfect for any TE and BC systems.
Also seeing as TE already has BC integrated it shouldn't be hard to add, though I haven't looked at BC source to be sure.
This is a great mod for anyone that likes tech mods
Some very strange things with the redstone storage. Filled up 4 cells using combustion engines and was running an assembly table with no issues directly from the cells (all wired with conduits no vanilla BC stuff) . Log out for no more than 2 mins and when I return all the cells are empty and will no longer accept power. There was no power at all in them and this was confirmed as the assembly table stopped running.
I can't replicate this. More details would be great; screenshots, was it SMP, anything you got.
Just got to second this, as this functionality would be perfect for any TE and BC systems.
Also seeing as TE already has BC integrated it shouldn't be hard to add, though I haven't looked at BC source to be sure.
Working on the triggers. The thing you see at the moment is entirely BC, we aren't registering any custom triggers and I have no idea what's up with their texture pack or anything like that.
Sorry for lack of details on this. Yes it was SMP and I'm not sure how you could replicate it other than having some full cells and reloging a lot.
I mean it worked fine for hours then the only thing that changed was me relogging
these cells were full, but won't output or input power, and now seem empty.
I realize the engines aren't on in these shots but when I do put them on nothing changes.
Hrm...could you get some screenshots showing where the engines connect? What happens if you put an engine over next to where the cells are?
Once thing I can think of is that you are somehow sending power in a loop which will in fact deplete all of the energy in the system, but I can't tell from these screenshots how the whole system is set up.
Could you make Hoppers work on your machines? or is this something which only can ic2 do?
since RP isnt out yet its hard to work with bc pipes cause of the overflow..
They already work with Hoppers. I'm a bit confused.
Ok so bear in mind it's a mess due to this being a temp setup. If you follow the SS in order you will hopefully see how it works Engines>cell1>cell2-3 for storage then cell 1 also goes to cell4 and out from there to machines. At no point after that does it loopback and as I said this was all working fine with full charge till a relog.
Just to add forrestry machines with seed oil in or similar but no work will draw idle power. Also the refinery continues to draw power after work has finished. I guess these are bugs right? As without gate interaction it means we can't run an automated system.
We're looking into this. Some of that is other mods, but in the case of the refinery (I just tested), it doesn't continue to draw idle power:
is my test setup. The Refinery continues to animate, but the storage remains consistently at 487000/500000 MJ.
2.0.4 will be released soon which will address some anomalys in energy transmission, but this isn't one of them as far as we can tell.
Continuing to look into what could possibly have happened to your setup losing all energy though - there might be something with chunkloading. Sorry we don't have a quick fix - we can't even replicate the issue yet.
Fixes include MUCH MUCH better behavior with vanilla BC machines, Conduits no longer work with pipes (but there is no need anymore), some chunk corruption recovery code (Thermal Expansion was not the CAUSE, it just recovered from chunk corruption poorly.)
Also, the Liquid Transposer now has primary/secondary outputs for item/liquid.
ah, ok, thanks for satisfying my curiousity. SirSengir must pull some trick off to stop energy flow to the machine when idle then.
random idea: some kind of energy measuring device to see what kind of power is going through a given conduit. (if that's even possible, feel free to ignore it)
Not much of a trick to it - even the vanilla BC machines don't waste power when not running; the issue is that they waste lots of power when they are. The only real fix TE machines have is that they don't overrequest - the on/off behavior has been consistent since BC started.
As far as the conduit thing goes, an MJ reader is sort of possible, but due to how these work under the hood, we can't do quite what you're looking for. The nature of the conduits is such that they're really designed to help servers out - and they do that incredibly well by being low latency. Unfortunately it means that these don't work quite like any other power system, so drawing parallels doesn't quite work. We'll see what we can do.
The download page has been updated to include a 1.2.5 version. On a personal note, while I really like Redpower, it alone is not a good reason to stay with 1.2.5.
is there a way to use forestry gears instead?
If you happen to use the userscript that does the ad skipping it will have those issues i found
Can you please make a mirror. it can be to anything that works adfly or mediafire or dropbox or something else.
Check the downloads page. Sorry for the inconvenience.
Yep the error is from a outdated forge, just update it. It should fix the problem
Tell you what, I'll make the cobble / stone / obsidian lava and water amounts all configurable in the "tweaks" section of thermalexpansion.cfg.
Though I should point out that the reason for this thing existing is to provide a very low lag cobble gen - the crux of the lag problem is handled by this. Now if you're worried about the "free" part, that's another issue.
Either way, it's going in.
EDIT: And it's in. The default value is still 0/0 though. All 3 rocks are configurable.
Sweet because I always thought that the smooth stone should be free, because you can can make smooth stone now with one of the updates.
It's not really intended to, since ideally you pipe it in, and you can use the transposer to pull the lava out of cells (and keep the cell!).
Just got to second this, as this functionality would be perfect for any TE and BC systems.
Also seeing as TE already has BC integrated it shouldn't be hard to add, though I haven't looked at BC source to be sure.
This is a great mod for anyone that likes tech mods
I can't replicate this. More details would be great; screenshots, was it SMP, anything you got.
Working on the triggers. The thing you see at the moment is entirely BC, we aren't registering any custom triggers and I have no idea what's up with their texture pack or anything like that.
Hrm...could you get some screenshots showing where the engines connect? What happens if you put an engine over next to where the cells are?
Once thing I can think of is that you are somehow sending power in a loop which will in fact deplete all of the energy in the system, but I can't tell from these screenshots how the whole system is set up.
They already work with Hoppers. I'm a bit confused.
This is an issue with how BC pipes are coded. They're not all power pipes, but on the surface, they all claim to be. We're looking into a workaround.
We're looking into this. Some of that is other mods, but in the case of the refinery (I just tested), it doesn't continue to draw idle power:
is my test setup. The Refinery continues to animate, but the storage remains consistently at 487000/500000 MJ.
2.0.4 will be released soon which will address some anomalys in energy transmission, but this isn't one of them as far as we can tell.
Continuing to look into what could possibly have happened to your setup losing all energy though - there might be something with chunkloading. Sorry we don't have a quick fix - we can't even replicate the issue yet.
Fixes include MUCH MUCH better behavior with vanilla BC machines, Conduits no longer work with pipes (but there is no need anymore), some chunk corruption recovery code (Thermal Expansion was not the CAUSE, it just recovered from chunk corruption poorly.)
Also, the Liquid Transposer now has primary/secondary outputs for item/liquid.