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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Super Tanks (and, by extension, Quantum Tanks) improperly interface with ME network #16925

Open Andromalis opened 3 months ago

Andromalis commented 3 months ago

Your GTNH Discord Username

Andromalis

Your Pack Version

2.6.1

Your Server

Epsilon Official Server

Java Version

Java 8

Type of Server

Thermos

Your Expectation

  1. Connect several super tanks to an ME network
  2. Observe correctly working network (i.e. fluids always visible)
  3. Crafts queued by level maintainers should start properly and also see fluid levels properly
  4. Other fluids unrelated to super tanks should land inside of fluid cells - they do not land in fluid cells

The Reality

  1. Several (100+?) super tanks were connected to an ME network
  2. A lot of those tanks have a "flickering" connection (i.e. the amount of fluid in a tank is unseen randomly, so the system attempts to craft the fluid because it can't see it's available)
  3. As a result of the above several crafts cannot even start in some circumstances
  4. Sometimes a java.nullpointerexception happens as a result of the above while attempting to craft something
  5. I was also told that YOTTanks improperly interface with an ME network as well (possibly related, although not observed personally by me because I do not use YOTTanks yet) - observed by Amarozo (on Discord)

Your Proposal

The super tank <-> ME fluid storage combo should be observed and analyzed thoroughly code-wise. I had to redo many of my already existing systems (which did indeed work pre-2.6 GTNH) due to this bug. Perhaps this bug is only related to Thermos, perhaps it's only due to our server, Epsilon, being finnicky.

Final Checklist

Amarozo commented 3 months ago

I can relate to that issue. It also happens when Yotthatches are in use. To reproduce this case, simply subnet a yottank cotaining yotthatch in it's structure, connect it and make ae2 powerfail. Every blackout causes a situtaion where i need to replace a single yotthach, any of them to make my main network see all the fluids, stored in all yotthaches in the same subnet.

Andromalis commented 3 months ago

obraz Perhaps this is related to the issue?

chochem commented 1 week ago

can you describe a simple example setup that does not work?

Andromalis commented 1 week ago

can you describe a simple example setup that does not work? Unfortunately this bug happened a few versions ago, so it might not be reproducible anymore.

What we discovered, however (me and several other higher tier players) was that if you applied much higher voltage directly to the controller via a cable the issue stopped altogether.

The above could mean two things: insufficient power was provided or the controller, and/or insufficient voltage was provided to the controller (prior to the power-from-cable change I used energy acceptors hooked up to an EV cable fed with 64 amps EV.

My network is also quite large (max size cube), so computation lag might have been the issue as well (although unlikely since we got rid of it by installing a direct power system from a cable).

### To answer your question directly: Just build a max size controller with several hundred super tanks connected directly to the network via a fluid storage bus. You may be able to observe the issue depicted in OP. It may or may not have happened due to insufficient voltage/amperage/power.

I had a similar issue just before moving to void dim also a few versions before OP, so it may have been tied to the pack's version.