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IDProjectCategoryView StatusLast Update
0001607Industrial-Craft²E-Net, cabling, storage/transformer blockspublic2015-11-03 13:04
ReporterSpwnXAssigned ToAroma1997 
PrioritylowSeveritytweakReproducibilityN/A
Status assignedResolutionopen 
Product Version 
Target VersionFixed in Version 
Summary0001607: A bug about energy generation values and a suggestion.
DescriptionWell, the energy generation values about the wind and solar does not seem to work properly. The wind value does not affect how much kinetic energy the kinetic wind generator produces (http://puu.sh/hYqJT/e5a3f9c8b1.png). The solar value does affect how much energy the solar panel produces, but does so incorrectly (http://puu.sh/hYqFF/347f5667b9.png).
Additional InformationThat said, I'd like to suggest to change how the energy generation tweak works. The names and things should be self explanatory:
--Based on IC² config --

; Base energy generation factors - increase for higher energy yield.
[balance / energy / generator]
generator = 1.0
geothermal = 1.0
water = 1.0 - will become useless because of kinetic watermills.
solar = 1.0
wind = 1.0 - Is already useless because of kinetic windmills.
nuclear = 1.0
semiFluidOil = 1.0
semiFluidFuel = 1.0
semiFluidBiomass = 1.0
semiFluidBioethanol = 1.0
semiFluidBiogas = 1.0
Stirling = 1.0
Kinetic = 1.0

; Base heat generation factors - increase for higher heat yield.
[balance / energy / heatgenerator]
semiFluidOil = 1.0
semiFluidFuel = 1.0
semiFluidBiomass = 1.0
semiFluidBioethanol = 1.0
semiFluidBiogas = 1.0
heatExchangerLava = 1.0
heatExchangerHotCoolant = 1.0 - Tweak this to increase output of fluid reactors.
solid = 1.0
radioisotope = 1.0
electric = 1.0

; Base kinetic generation factors - increase for higher kinetic energy yield.
[balance / energy / kineticgenerator]
water = 1.0
wind = 1.0
manual = 1.0
steam = 1.0
TagsNo tags attached.
Minecraft Version

Activities

SpwnX

2015-05-25 03:16

reporter   ~0003882

Last edited: 2015-05-25 03:17

View 3 revisions

IC2 Exp 720, forge 1408 btw.

The tweak I'm suggesting is because of the nuclear setting mainly.
If I set it to , lets say, 10.0, the EU reactor produces 10 times more, while the fluid reactor, doesn't.

Aroma1997

2015-05-25 10:13

developer   ~0003883

The thing with the Kinetic Windmill doesn't work, because what you changed is the amount of EU produced by the electrical windmill (the one without recipe).

The thing with the solar panel I'll look into.

The thing with the reactor is already on my todolist.

Player

2015-06-04 20:01

administrator   ~0003895

The implementation of these settings needs to be revised anyway, it has been implemented when energy was still stored as integers. Now that everything is using double it can be much simpler.

slayer5934

2015-11-03 02:54

reporter   ~0004298

Please resolve this issue <3

Aroma1997

2015-11-03 13:04

developer   ~0004299

For the end user, this should be resolved (everything should be working).
I just need to revise the implementation again.

Issue History

Date Modified Username Field Change
2015-05-25 03:09 SpwnX New Issue
2015-05-25 03:16 SpwnX Note Added: 0003882
2015-05-25 03:17 SpwnX Note Edited: 0003882 View Revisions
2015-05-25 03:17 SpwnX Note Edited: 0003882 View Revisions
2015-05-25 10:13 Aroma1997 Assigned To => Aroma1997
2015-05-25 10:13 Aroma1997 Status new => assigned
2015-05-25 10:13 Aroma1997 Note Added: 0003883
2015-06-04 20:01 Player Note Added: 0003895
2015-11-03 02:54 slayer5934 Note Added: 0004298
2015-11-03 13:04 Aroma1997 Note Added: 0004299