View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000084||Industrial-Craft²||E-Net, cabling, storage/transformer blocks||public||2012-11-19 03:52||2012-11-20 20:59|
|Platform||Linux||OS||Ubuntu||OS Version||12.04 LTS|
|Target Version||Fixed in Version|
|Summary||0000084: Energy Storage not updating adjacent redstone wire|
|Description||I didn't see this being an existing bug in the tracker (yes I searched), but I thought I had seen something about this before, so I apologize if this is a duplicate.|
All energy storage units (Batboxes, MFEs, and MFSUs) do not appear to emit redstone signal upon reaching full, if set to "Emit if full."
Upon removing the adjacent redstone wire, and re-placing it (when the storage device is full in my test case), the redstone wire DOES light up. It appears that, while the storage blocks are correctly emitting a redstone signal when they should be, the adjacent redstone block is not properly updating or being updated when the storage unit changes redstone state.
|Steps To Reproduce||I setup a large HV solar array cluster (just to generate a huge amount of energy via Creative mode to confirm this) using advanced machines addon to generate energy and daisy-chained MFSU, MFE, and Batbox with the corresponding transformers.|
1. Set each device to "Emit if full"
2. Run redstone wire from each.
3. Fill the storage blocks with EU.
The redstone must be placed when the storage blocks are NOT full.
This is a bug in the reverse situation as well:
With the redstone lit up, if you remove energy from the storage devices, if set to "Emit if full" the redstone signal should immediately cease.
1. Disconnect the solar arrays.
2. Make sure the redstone is currently emitting from a full storage device as it should be.
3. Attach a Mass Fabricator to drain energy.
Again, the adjacent redstone block does not update when the storage unit is no longer emitting redstone. If you break the adjacent redstone, then re-place it, it will no longer be emitting a signal.
|Additional Information||I like using the redstone emitter for storage so when they're full, it turns on my Mass Fabricator (using a redstone torch to invert the signal), then immediately turn it off since the device is no longer full so excess energy is never wasted. This is how I came across this bug.|
I hope all this makes sense. I was able to replicate the bug everytime in 3 different wiring setups.
|Tags||No tags attached.|
Duplicate of 0000030. Also, as a workaround, you can use the Advanced Power Management addon (formerly Charging Bench) -- it has a storage monitor that works reliably with redstone.
I can confirm this behaviour.
Got a couple MFEs in a mystcraft age, tried to add a switch to disable more energy generation: Redstone is only updated when breaking/replacing the wire.
|2012-11-19 03:52||cerabow||New Issue|
|2012-11-19 05:09||narc||Note Added: 0000251|
|2012-11-19 05:12||narc||Note Edited: 0000251||View Revisions|
|2012-11-20 20:18||Melerion||Note Added: 0000268|
|2012-11-20 20:19||Melerion||Note Edited: 0000268||View Revisions|
|2012-11-20 20:59||RichardG||Relationship added||duplicate of 0000030|
|2012-11-20 20:59||RichardG||Status||new => resolved|
|2012-11-20 20:59||RichardG||Resolution||open => fixed|
|2012-11-20 20:59||RichardG||Assigned To||=> RichardG|