GTNewHorizons / GT-New-Horizons-Modpack

A big progressive questing modpack for Minecraft 1.7.10 balanced around the mod GregTech.
https://www.gtnewhorizons.com/
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Wireless Energy Hatch causes Compact Fusion to power loss #13739

Closed harrynull closed 8 months ago

harrynull commented 1 year ago

Your GTNH Discord Username

harrynull#9630

Your Pack Version

2.3.4

Your Server

private server

Java Version

Java 19

Type of Server

None

Your Expectation

UV Wireless Energy Hatches act as 2A UV energy hatch.

The Reality

When I replace UV energy hatch to wireless UV energy hatch, the compact fusion losses power after a while (a couple minutes).

For example, doing titanium plasma recipe with 5 (or even more) wireless uv energy hatch with mark 3 compact fusion.

The recipe requires 5111808 EU/t which is 4.875 energy hatch with 2A each.

Your Proposal

make it work like normal energy hatch. e.g. increasing internal capacity (currently just 2x throughput)

Final Checklist

AtomicGrog commented 1 year ago

I'm possibly wrong but not sure your eu/t is right for titanium? (Also im on 2.3.2, not sure if figures have changed... with the plasma nerf...)

Mk3 compact gives a 192 parallel on recipes which require 160m eu (or less )to start and titanium is 100m.

So... titanium plasma uses 49,152 eu/tic * 192 = 9,437,184 eu/t

harrynull commented 1 year ago

Thanks for pointing that out. Yea you are right, a compact mk3 running at full parallel will require a lot more energy. Even higher than what you've calculated actually because there is overclocking. It still confuses me why it will work after I swap the wireless ones to normal ones.

harrynull commented 1 year ago

In fact, even with 32 UV energy hatch at 2A each, it would require 9437184*4/524288/2=36 energy hatches, so it's impossible to get full parallel this way. Might require better energy hatches (laser, 16As?)

TheEpicGamer274 commented 1 year ago

use the 4A uv energy hatches wireless works even better, compact mk3 will only accept uhv power per energy hatch and so 4A is the best

kstvr32 commented 1 year ago

In fact, even with 32 UV energy hatch at 2A each, it would require 9437184*4/524288/2=36 energy hatches, so it's impossible to get full parallel this way. Might require better energy hatches (laser, 16As?)

I think this math is wrong. Fusion overclocks 2/2 not 4/4. Therefore it would only require 18 UV energy hatches.

harrynull commented 1 year ago

@kstvr32 It overclocks twice because overclocking is depending on the start energy rather than eu/t

kstvr32 commented 1 year ago

@harrynull

I’m not in game right now, but I could’ve sworn titanium is a t2 plasma and will only OC once in a compact mk3.

TheEpicGamer274 commented 1 year ago

fusion ocs are a lot different than normal overclocks, you can normally get double ocs if it has enough more starting power for enough oc, it sometimes is a bit buggy I find though.

harrynull commented 1 year ago

https://github.com/GTNewHorizons/GoodGenerator/blob/b6c69d71f9b85603621e599586c72aaee7c8b5fe/src/main/java/goodgenerator/blocks/tileEntity/base/LargeFusionComputer.java#L416

Fusion OC is purely based on start energy as far as I can tell. And titanium is T2 plasma because of its EU/t requirement rather than start energy. So I guess it's treated as T1 plasma for OC and parallel purpose

arnoleo commented 2 weeks ago

I still encounter this problem. When using a tricorder on energy hatches, I can see the buffer decreasing to 0 on them, starting with the wireless energy hatches the most far from the controller. When all the buffer are emptied, the controller failed due to power loss. It is as if the wireless hatch buffer is charged only at recipe switches.

It is pretty inconvenient at high level when crafting tons of a single plasma, Uranium 238 in my case, on a Compact Fusion MKV reactor with 32 UEV Wireless Energy Hatches