You're using hv cable to transport lv energy, that's very efficient and very lossy. The loss eats most of the batbox energy and only a small fraction will arrive.
Replace the iron cable by copper cable and everything should work much better.
You're using hv cable to transport lv energy, that's very efficient and very lossy. The loss eats most of the batbox energy and only a small fraction will arrive.
Replace the iron cable by copper cable and everything should work much better.
We'll probably go for 1.70
That's not how you're supposed to do it.
The API provides everything required to create a fully functional adv. machine addon (EnergyNet/battery/wrench interaction, recipe import, recipe ingredients) without linking to core files. The addon does need to duplicate some of our code ofc, but as soon as you've done that it doesn't matter at all if/how our internal TEs/structures change.
We'll try to create some example code for how to use the API correctly and probably also add some of our utility stuff to the API (networking code, client/server abstraction, audio (after the rewrite), keyboard synchronization, gui handling etc.) once it's stable enough and time allows to do so.
The internal storage is increased by a hidden amount of (max. input - 1) EU to prevent energy sinks from partially rejecting packets because the packet didn't fit into the energy storage.
Energy sources will only try to fill the "visible" storage.
This also applies to transformers and storage blocks.
Another mod most likely overwrote Forge code, try a fresh jar+mods folder and check if it still works after every additional mod.
That was actually a hotfix on our side due to incompatibilities introduced by NEI 1.1.1, just re-download IC2.
The system is based around exponential growth which a few people here don't understand properly. It's not 1.5*<original consumption> but 1.5*<consumption of prev. level with 1 less OC> or <original consumption>*1.5^<count of OC>
The lost energy currently scales somewhat like that:
0 OC: 0%
1 OC: 15%
2 OC: 33%
3 OC: 54%
4 OC: 77%
5 OC: 105%
6 OC: 136%
7 OC: 172%
8 OC: 214%
9 OC: 263%
10 OC: 318%
11 OC: 383%
12 OC: 457%
14 OC: 543%
15 OC: 641%
...
The internal stack limit is just due to technical reasons and it's reasonably high to not influence practical applications.
A tiered system can always only have a few tiers which makes it either cap off fairly early or hardly usable until a very late stage of the game.
The whole point behind the overclocking system is that you have a practically infinite upgrade potential and you still have something other than mass fabricators to dump your power into, even after months of playing on a smp server. Of course it doesn't make too much sense at some point, but it's a step further to improve the mod for long term players.
I'm considering to increase the power consumption increase to 60% per overclocker though.
Re-download IC2, this has been hotfixed shortly after the 1.64 release.
Fixed for the next release.
The Forestry is different. You seem to have an API version 1.4x or earlier getting loaded before IC2.
Don't edit the post away, that'll render the search function useless. You're usually not the only one having a specific issue.
Use the client one, should be fairly identical.
Are you sure IC2 isn't running at all? It probably just can't create the config file on windows servers or creates it in the wrong place.
The EU reading will not work across changes to the energy network, e.g. adding/removing cables/machines/generators/etc, splitter cables or reloading chunks containing parts of the network.
definitely some 1.4x or earlier API being used by something else
full log please
modloader.txt please