Posts by Pantheis

    Charging Bench updated!


    VERSION NUMBER REVAMP-New versioning is Major.Minor.Build-IC2_Version instead of Minecraft version.Build-IC2_Version. This should not change again.
    Latest version as of 10/11/2012 is 1.0.9-IC2_1.106.


    Changes:
    An active redstone signal will now disable the charging bench from accepting energy from the energy network. You can still charge items inside the bench and use the power slot to provide power to the bench, but it will not draw any energy from the network. Thanks for the idea, shadoskill!


    Fixed a bug causing the charging bench to not notify blocks nearby properly when it's removing itself. This caused things like attached levers to not pop off.


    Revamped versioning to be based on Jenkins ANT building of mod. New versioning is Major.Minor.Build-IC2_Version and it is now packaged inside a JAR file leading to a smaller release size.

    Hey Pantheis Can i get permission to use this mod in my mod pack for my server?


    ~~Anders


    Alright, since I've had a number of PM requests on this, let me address it here. This is the answer I've given everyone.


    I don't personally have any issues with the mod being included in a modpack, as long as proper credit to myself and Tallinu (the other author) is given, but I believe it is against the IC2 terms to post mods for IC2 anywhere other than the IC2 forums. You may want to clear inclusion of this mod in your modpack with the IC2 team. If you can obtain their permission, you have mine as well.

    Thanks for the report on 1.107.30 and .35!


    We haven't thought about a feature like that but I can certainly see how it would be useful! Let me talk it over with Tallinu and see if we want to do a simple implementation such as that, or something more complex like a button in the UI, or maybe both?


    Having it not drain energy from the energy net when powered by redstone will be a very simple change, but I want to make sure it's not going to cause other issues.

    Well you are right that if the storage isn't high enough, fast-charging would fail totally. I don't know if it's currently possible to drain energy from multiple sources at once, but if it was, setting the buffer to packetsize*16 (16x the maximum overclocker rate, or isn't it?), should work (it would result in 512,2048 and 8192 storage sizes, which still fine), while it would require the engineer to provide the energy in real-time (as other machine do when highly overclocked) That depends on how much energy you operate with. If I ran a nuclear reactor, it's no problem to just fill it up and then recharge at will. Lately I tend to play with low-energy setups, running just several machines and basic tools, I would never use up 10 million energy on tools... not in the entire lifetime (we restart worlds relativelly often).


    On the other hand, both LV and MV benches store relatively little energy, considering what one might want to charge (40k vs 60k batpack, 600k vs 200+300 laser+LP), the only problem is the HV bench. (Which I never use, so you can propably ignore my entire suggestion :))


    However, it could still be useful if it was cheaper... That way, one could charge items, as fast as he can provide energy in real-time. That, of course, would be much weaker than the current charging bench, as it wouldn't be able to charge more than one item with no overclockers. However as this is quite a balance-changing feature, it would be up to you if you wanted to implement it.


    In the world I'm running right now, I have two 100 eu/t reactors running, but I could just as easily do with solars or other sources. I haven't yet crafted a HV bench because I haven't made any quantum armor. The nano armor is a tier 2 item and can be recharged in the MV bench. My MV bench has 4 energy storage upgrades in it, increasing the capacity to 840,000 EU. I'm patient so I don't have any overclockers. This is enough to fully charge two complete nano armor suits and still have some left over. I also have a LV bench that I use for tool recharging.


    I'll have to think about what I want to do with this suggestion and run it past Tallinu who's coauthoring this to see what he thinks.


    Thank you for your feedback. Let me see if I can elaborate on the thought process that went into designing the new bench to work the way it does before addressing your suggestion.


    With the old bench, it would charge one item at a time, not all items in it at the same time. It also had an internal storage of EU, much more than one packet size worth, and if you wanted to actually charge up your items fast, you'd have to add a lot of energy storage upgrades just to get it to store enough internally so it could charge those at the tools fast. Otherwise, it was limited to how fast you could dump energy into it in real time.


    With the new charging bench, you can dump in energy and store it for charging use later. The bench is capable of pulling out as much EU a tick from internal storage as needed to maintain the charge rate defined by the item * the overclock rate until the internal energy reserves are depleted. With the modifications you are asking for, you would be required to input, in real time, that much EU a tick, if you wanted to maintain the same charge rate. A good example is charging up a full suit of quantum armor. With 5 overclockers, you'll charge up all four pieces in about 15 seconds and spend just over 8 million EU doing it. That's a EU/T of over 26,000. With an internal storage of one packet worth of EU, you'd need to provide over 26 thousand EU/T input into the bench to maintain that charge rate.


    I don't think of the HV bench as "stealing" 10 million EU that you'll never see again. I see it as storing 10 million EU so it's ready to recharge that suit of quantum armor, nano armor, or other tools. It's not wasting EU sitting there, it doesn't ask for more from the Energy Net than it can take in and it never uses any EU unless it's actually charging an item. If you don't put any overclockers into it it won't waste a single EU of power. Anything that goes into the charging bench will come back out into items placed into it to charge. The faster charge rates and the ability to charge up to 12 items at a time absolutely require a sizable internal buffer of energy because it simply isn't practical to supply it with the kind of input needed in real time.


    Now, all that said, if you are set on wanting a version that only contains a single packet size (32, 128, 512) of internal storage, I don't see that adding that feature would be a problem. I can make it a configuration file option and add three new recipes for those reduced benches that do not require the batbox, MFE or MFSU as a component. There are plenty of meta values left on the blockID this uses so that won't be an issue. I'm not sure how well it'll charge up multiple items at a time though since right now, it dumps one tick worth of power (adjusted by the overclock charge rate) into the first item, then moves to the next in the list, until it either runs out of internal storage power, or reaches the end of the storage. That all happens per tick. With a greatly limited internal storage, I'm not sure if it'll charge anything faster than 32, 128 or 512 eu/t. I can see it charging up multiple low EU/T items (such as tools), but things like quantum and nano armor, I'm not so sure. I'll have to do some testing.


    Let me know if you still want the changes you described and if so, I'll get to work on an update with those changes. No promises on how quickly that will be out, though I'll try to get it done within a week.


    This is actually an issue with Buildcraft and is fixed in a pull request that was merged in after BC 3.2.0pre7 was released. That said, I may change my code to extend BlockContainer instead of just block to possibly avoid this kind of thing with other mods.


    https://github.com/SirSengir/BuildCraft/pull/293

    Updated posted! Please let me know what you guys think about the new features and of any bugs that you might uncover, or even just to say it works perfectly! The download in the opening post was updated.


    10/02/2012
    1.3.2.B3: Removed wrench support for now, use a pickaxe, or even your fists work.
    Added direct support for player armor slots in the GUI and added texture changes to show the charge level on the sides of the block.
    Limited energy storage upgrades to 64. You can add more but they will be ignored. It made no sense for the HV Charging Bench to allow over 200 million of EU to be stored.


    Known bugs: If you spawn armor in creative mode, then using the survival inventory tab from creative mode, shift-click it into the creative armor slots, then open the GUI of a Charging Bench, the armor disappears. This does not happen if you manually drag and drop the armor from the survival inventory tab onto the proper armor slot. From everything that I can tell this is a bug in vanilla Minecraft. It does not happen in survival mode so it isn't as serious as it could be, but you've been warned. I will continue to work on finding a fix for this as it's still annoying.

    The new feature, barring any unforeseen complications, will be in the next update. The wrench bug is because I (incorrectly) assumed that the IC2 API would remove the block when wrenched in a way that got onBlockDestroyedByPlayer for the block called. I have to track down what IC2 is doing so I can make sure that wrenches work correctly but I'm focused on the new feature for now. The Charging Bench can be removed with any pickaxe as it is; wrench support was more to just be consistent. The wrench drop rate is 100%.

    Just FYI, I already contacted Pahimar about EE2 and fixing the flight support to not cause problems with other mods and the response I got was that EE2 is not being updated for Minecraft 1.3.2 so no effort is going to be taken to fix EE2. EE3 will not have this issue and that will be out for Minecraft 1.3.2.


    In the mean time, if you are still on MC 1.2.5 and using EE2, you'll have to fix the flight mode yourself.

    Just a heads up, I'm working on an exciting new feature for the Charging Bench that should really take this to the next level. I'm really excited about it and can't wait to show all of you once I get it working! :) No ETA yet. Coming with this new version are a couple of bug fixes as well.


    Coming in the next version:
    Energy Storage upgrade effects now limited to 64. You can place more than that in but they won't do anything. This fixes an overpowered storage amount on the HV bench of 207 million EU as well as fixing the battery meter integer wrapping and causing the meter to stop displaying.
    Wrenches will (temporarily) no longer work on both the Charging Bench and Emitter blocks. This change is necessary to avoid issues with block removal not removing the underlying tile entity or removing the bench from the energy net. You can just use a pickaxe to remove the bench for now.


    Looks like I need to disable wrenchable on the Emitters as well. I need to look at what IC2 is doing when a wrench is used to remove a block. It's not using the standard blockRemove callback because it's not invalidating the tile entity.


    Also, as to the HV bench, I've tested this and it does indeed display the correct energy. Did you have a bunch of overclockers in the upgrade slot? Every overclocker increases energy use for charging exponentially by 50% while increasing the charge rate exponentially by 30%.

    So you ask me to downgrade the forge version on my server?


    Right now i have to wait till i can craft the charging benches ;) Started this world today and are low on resources right now :p Will take around 30 minutes to get the stuff together ^^


    Not at all. Stick with the version of forge you have and let me know if it works or not so I can update the opening post with a new "confirmed working with forge version ###".

    Awesome! Please also let me know if you don't run into any issues with Forge 297. :)


    There is one bug that I uncovered but hadn't fixed in the current release. If you add somewhere between 150 and 200 energy storage upgrades to the HV bench, then charge it up fully (all 200+ million EU worth), the battery meter on it will at some point stop displaying. This is due to the signed integer we're using to calculate the display wrapping to a negative number. The fix for this will be to limit the number of energy storage upgrades that the bench uses to 64, because there's no point in letting somebody use this to store 200+ million EU. :) That's just crazy!


    64 energy storage upgrades on the HV bench will provide 74 million worth of storage which is more than enough for what this addon is designed to provide.

    The materials in there are indeed a batbox/mfe/mfsu. We also increased the base storage to match, so you overall get a much better charging bench. The code that does the charging also tries to charge each item in the bench one tick worth of energy each game tick, assuming you have enough energy stored in the bench. In this way, it'll charge every item in the bench at the same time. :)

    Yes, transformer upgrades will change only the input power and power slot item tier allowed. It will not allow a LV bench to charge a tier 2 or 3 item. The discharging ability from the old table didn't make much sense to me so it was removed. That functionality is better served by using an actual energy storage device, such as a MFE or MFSU.


    As for the overclockers, they are setup the same way that overclockers work in all other normal IC2 machines. Each overclocker exponentially increases both the charge rate (by 30%) and the energy use (by 50%). Remember that this charging bench is able to charge multiple things at the same time, not just one, and with the shift-click support, you can quickly shift-click your armor in and then shift-click it out of the output slot when it's done charging. We've found that 5 overclockers seem to double both the energy use and speed and will fully charge a set of quantum armor in less than 20 seconds, using 8,180,988 EU, or just over double.


    The idea of this was to turn a minute or so of clicking items in an dout of one or more MFSUs into 15-20 seconds of standing there watching while this does the work. If you want it to be even faster, you can, but you have to pay more EU for it and add some energy storage upgrades as well. That's the cost of every IC2 machine that uses overclockers.


    That said, we'll review the cost/benefit in additional testing to see if additional adjustments are needed along with seeing what other feedback we get. We don't want this to be an "instant charge" bench though because that would be overpowered. :)

    Alright, that's strange.


    I'm looking into it now.


    Also, there is the bug I just uncovered. For now, just use a pickaxe to remove the charging bench. It will drop correctly.
    https://github.com/pantheis/ChargingBench/issues/16


    -edit-
    Bug confirmed with the mcmod.info file. I borked editing it right before releasing it, so my test copy worked, but the release one didn't. Oops!


    I'll be uploading a fixed version of this, along with a temporary work around for issue #16 listed above.