62832 / AppliedE

Direct ProjectE EMC integration with Applied Energistics 2.
https://curseforge.com/minecraft/mc-mods/appliede
GNU Lesser General Public License v3.0
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Transmuting items costs significantly more than charging Klein Stars #20

Closed James103 closed 3 months ago

James103 commented 3 months ago

In Minecraft 1.20.1 and NeoForge 47.1.106, transmuting items to or from EMC appears to be a lot more expensive (power-wise) compared to charging or discharging Klein Stars with the same amount of EMC.

For example, one can fully charge a Klein Star Omega and still run a minimal grid for a few minutes off a single regular Energy Cell, but try to spend the same amount of EMC on items and the grid will shut down, even with four fully-charged Superdense Energy Cells.

This line should mean it only costs 1 AE (or 2 FE) to move 2,000 EMC through an ME Network: https://github.com/62832/AppliedE/blob/0fe72873fe58fa13fe7b55f37ff111eaa04d70f8/src/main/java/gripe/_90/appliede/me/key/EMCKeyType.java#L37-L39

However, when actually transmuting things to or from EMC, that value is ignored and instead subsituted with what appears to be 1 AE for 1 EMC, here: https://github.com/62832/AppliedE/blob/0fe72873fe58fa13fe7b55f37ff111eaa04d70f8/src/main/java/gripe/_90/appliede/me/service/EMCStorage.java#L325-L326 (where PowerMultiplier.CONFIG.multiplier is 1 by default)

As far as I know, the only ways a server can mitigate this cost without editing the above lines and recompiling the mod are to divide all ME Network energy usage (not just the transmutation energy cost) via the power multiplier in AE2's config, or allow players to craft a Creative Energy Cell for their ME networks.

Otherwise, packs like Project Architect 2 which have late-game items part of the progression worth a trillion EMC can't effectively use AppliedE in their late games as doing so would cause ME Network power requirements to rise steeply. (All The Mods 9: To The Sky does have AppliedE, but it only has EMC values which range up to a few million, where the power requirements remain manageable for a late-game base.)

Would it be possible to add a separate multiplier for the energy cost to transmute EMC to or from items, so that, for example, one does not need billions of FE stored in their ME network to start a crafting job which costs billions of EMC?