Posts by Pantheis

    I've done some more research into this issue and it seems to start happening once you get a certain number of cable length away from a power source. You won't see it usually with just a couple machines hooked directly or nearly directly up to a power source.



    The attached screenshot shows a setup that works with no spam, but if I add a single induction furnace to either end, I start getting spam for that furnace. Add all four and that's 4 spams multiple times a second. For reference, the power source is one of APM's Adjustable Emitters set to 32 eu packet size and 2048 eu/t output. Plenty of power going into the system, just not being used correctly.


    This looks like possibly a combination of EnergyNet and machines not working properly and it really needs a fix. The sucky thing is, the machines DO get powered, they are just spamming up the client/server console and lagging the hell outta the game.


    --edit--


    Looks like Player fixed it for the next release.
    http://bt.industrial-craft.net/view.php?id=213#c584


    Confirmed, tried the latest build (184) and the spam is gone, energy net is working correctly.
    http://ic2api.player.to:8080/job/IC2_lf/184/


    That's rather odd given i've not noticed anything like that via the server I run. (running 112.176) All I get is the usual startup spam (which is steadily getting larger)
    Also don't notice it on the client when i'm testing something in the test world.


    Are you running on a new fresh world or one you upgraded from Minecraft 1.4.5?


    I just tried IC2 112.176 and am still getting the massive API ERROR spam in the console, 20+ times a second.

    Quote


    2012-12-27 10:24:29 [WARNING] [IC2] API ERROR: ic2.core.block.machine.tileentity.TileEntityInduction@19f0969 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true.

    I would love the ability to disable this spam, or at the very least have it spit it out once and only once into the log.


    With the 1.112 betas, which are needed for Minecraft 1.4.6, my server log grows to hundreds of MB very quickly. I've tried the industrialcraft-2_1.112.183-lf.jar version on the IC2 Jenkins and it's still a problem. It seems to be related to base IC2 machines not implementing their own API correctly.

    does the storage monitor work on gregtech blocks?


    I have not tested the Storage Monitor with anything Gregtech, but as long as his energy storage blocks implement the correct IC2 API calls for determining current and maximum energy levels, it should work fine. Try it out and please let me know so that others may benefit from your test. :)


    -edit-
    It looks like the IC2 API has some new energynet methods that they are moving to over the existing API calls. At the moment, APM uses the old style API calls. The next update should transition APM over to the new event based energy net API calls. This will require some additional testing time though and at least for now, the version posted for IC2 1.112 seems to work just fine.

    That is so strange! I haven't been able to duplicate this at all.


    If you can, try the beta version at the bottom of the previous page (AdvancedPowerManagement-1.1.54-IC2_1.110.jar) and see if that has any different results. It really sounds like the tileentities are resetting, but I don't have a clue why. If you have access to the server log, can you look and see if there are any errors showing up?


    It sounds like the tileentity data is being reset somehow, but that's only a wild guess. Try tossing a cheap electrical item into the charging bench and leave it in there through one of these resets that seem to cause the issue and when you notice the issue has happened again, check the bench to see if the electrical item is still in there or not. If it's disappeared, the TE is losing it's data and resetting. If it's still in there, that isn't the issue.

    Funny you mentioned Thermal Expansion... :) We've been looking adding those pull out style tabs where appropriate to add configuration options without cluttering up the GUI. This might be a perfect place to put a redstone behavior option. This will all probably have to wait until after the holidays as both Tallinu and myself are pretty busy, but I am looking forward to coding in some of these things! Exciting! :)

    Yea, this is the second time that's happened. I really think I need to make that more clear in the documentation AND make an indicator in the UI showing the state.


    An active redstone signal will only disable the Charging Bench from accepting more power. It will continue to function normally in every other way. This can be useful for power management or if you just need to drain it to move it for some reason.

    I believe it was in one of the ST:TNG novels that I read about an advanced alien race who had really long range transporters and they found out it was basically a bunch of shorter range transporters that would hand you off one to the next. Being that this interfaces with ComputerCraft, I could totally see somebody setting up a system where you picked a destination within an entire network of destinations and were handed off until you were re-materialized at the final location, even if that location was out of direct transport range from where you were coming from.

    Make sure your setup doesn't have anything that's "redstone hot" (actively powered by redstone) next to the charging bench, or it will detect that and stop accepting power. The screenshot you posted doesn't make it apparent that you have anything like that, but just wanted to mention it as a possibility. At the moment, there is no visual indication that the bench has stopped accepting power due to an active redstone signal. I think that's probably something I should put in, at least in the UI.


    I am curious though - SOMETHING has changed IC2-side that's affected my energy setup somehow.


    SETUP: MFSU being powered with 180EU/t, flowing energy through an MV Transformer across Gold Cables. Gold Cables are holding my MV Charging Station, 1 Industrial Electrolyzer (GregTech), 4 Recyclers, 1 Induction Furnace, and the 3 upgraded machines from Advanced Solars (redstone powered, so drawing 1EU/t). At the end of the Gold Cables is an LV Transformer pumping into a BatBox, which is powering 2 Industrial Centrifuges (GregTech). In IC2 1.109 this setup worked perfectly; all my machines were receiving a beautiful amount of power. But all that's changed is the update to 1.110 and suddenly the Charging Station won't draw power anymore. Any idea as to what might be messed up here?


    I've been unable to replicate any issues with the charging benches not pulling power, but that said, the API did change and there are some interfaces in the IEnergySink interface we have to implement now under 1.110.


    Try the new version I'm attaching below and let me know if that fixes it. All I've done with this version is implement the required extra interfaces. If it still isn't working, I'll look into it further. This should be considered beta since it isn't tested to my normal strict standards yet, but it has been running fine in my existing world so it should be okay. This version should also fix the "undocumented feature" caused by the API update reported by narc a couple posts up.


    -edit-
    This beta removed so there's no confusion. Please use the latest version in the opening post.

    Yay! An undocumented feature! :)


    Looks like it's just an API update where we aren't implementing an appropriate method (isTeleporterCompatible) that didn't exist in 1.109. Should be a quick and easy fix.


    I think that we want to return false on that, since the Charging Bench isn't designed to store energy like a MFSU. I'll get my development environment setup this weekend and release a new version to fix this and anything else that pops up.


    Thanks Narc!