View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000691 | Industrial-Craft² | machines | public | 2013-10-08 08:39 | 2014-06-26 15:24 |
| Reporter | immibis | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | random |
| Status | closed | Resolution | open | ||
| Summary | 0000691: Windmills seem to have problems producing power? | ||||
| Description | I have 10 windmills, all with effective height above 200. By my calculations a windmill at effective height 200 should produce 2.72 EU/t average (assuming windStrength is 15 and it never rains). But I now haven't received any power for over an hour, even when charging items directly in the windmill without any cables connected. I thought that perhaps I was just unlucky and there was no wind, but then one of the windmills broke - which means it was supposed to be producing at least 5 EU/t at the time. I wrenched and replaced them, and they generated power for a short time, then stopped again. It should be extremely rare for a windmill at effective height >200 to produce no power. The sound also stops playing. Perhaps this is caused by this code in TileEntityWindGenerator: if (this.storage + this.production >= this.maxStorage) { this.substorage = 0.0D; return false; } maxStorage of a windmill is 5, so this would prevent the windmill from outputting any power if it's producing over 5 EU/t. | ||||
| Steps To Reproduce | Could not reliably reproduce. | ||||
| Additional Information | This server just updated to MC 1.6.4 and IC2 246 - previously MC 1.6.2 and IC2 224. | ||||
| Tags | No tags attached. | ||||
| Minecraft Version | |||||
|
|
It definitely seems that windmills cannot produce more than 5 EU/t - and if they try to, they produce nothing, instead of being capped at 5. |
|
|
is willed by desigen if produce more than 5 EU/t windmills Overheat and Stop...as in RL during storm windmills ar shutdown to not damage parts |
|
|
They still get damaged. If they are shutting down to not get damaged, then the damage mechanic should be removed. |
|
|
The windmills actually should be able to keep running during storms and players would have to "manually" turn it off to prevent damages (redstone signal). Note that this would require some way to detect wind strength and/or eu/t of a single windmill. Automatic shutdown (without any further tinkering) is just strange and unrealistic. |
|
|
Bumping because this issue still exists. |
|
|
cleanup campaign close all reports > 6 months |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2013-10-08 08:39 | immibis | New Issue | |
| 2013-10-16 07:30 | immibis | Note Added: 0001780 | |
| 2013-10-18 15:54 | Thunderdark | Note Added: 0001795 | |
| 2013-10-21 04:24 | immibis | Note Added: 0001820 | |
| 2013-10-22 18:59 | SpwnX | Note Added: 0001836 | |
| 2013-10-22 19:00 | SpwnX | Note Edited: 0001836 | |
| 2013-10-22 19:00 | SpwnX | Note Edited: 0001836 | |
| 2014-01-23 23:53 | immibis | Note Added: 0002074 | |
| 2014-06-26 15:24 | Thunderdark | Note Added: 0002598 | |
| 2014-06-26 15:24 | Thunderdark | Status | new => closed |