nauktis / solarflux Goto Github PK
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License: GNU General Public License v3.0
Mod for Minecraft - Adds solar panels that produce Redstone Flux
License: GNU General Public License v3.0
Solar panel ignores solid block above it, shows 100% light level. Solid blocks starts counting as light obstacle from second above.
v0.8a
With or without upgrades installed in the panels the Charge field will jump from a high charge value down to a value under 1024 depending upon which panel it is.
Reproduce:
Have solar panel in view of sky
Put 1 low light upgrade in.
Result
Turns to 40% efficiency @ day
Turns to 50% efficiency @ night
Expected
Turns to 100% efficiency @ day when optimal sun?
Turns to 50% efficiency @ night
Hi,
first i want to start off thanking you for this great mod. I am looking for a high tier RF production method to suggest for a Modpack i play often. One of the requirements is the intention to migrate to 1.8 in the near or far future, so hence my question:
Is there a version for 1.8 (or 1.9) planned?
Thank you!
Since the new cofh api I cant get the solars to power EnderIO machines directly anymore. I have have to use a cable to connect the solars to the farming station. Be the updates to cofhcore and enderio it was working perfectly. Just wanted to let you know.. Thanks for a great mod.
Since anyone who use this will be crafting a lot of mirrors, why not allow the "ingot" for mirror to be changed in config to serve as a balance tweak for mod pack builders?
Additionally if you still want to make it realistic, maybe give a broad list of materials allowed in the config, or let different materials produce different quantity of mirrors per ingot as a soft "restriction" and allow that to be changed in config.
Either case I think it will be a balance enhancement due to the sheer amount of mirrors people are gonna make.
Because 1/16=0.0625. And i want them to be very slim. You can push down limit size to 0.0. This will make them 100% flat if choosen...
Forge: 2405
Version: 1.12-3.22
Cause: Startup Crash - Don't need to pack the RF API anymore.
Crashlog: https://pastebin.com/eViVRj2n
Here is another suggestion for your solar panels. It would be nice if they had a GUI to see a power bar and they could also have some upgrades as well. The upgrades would basically turn them into advanced solar panels, like the ones for IC2. This would give them the ability to generate slightly smaller amounts of power at night.
What it says on the tin. The Induction Smelter does no allow me to place both the lapis and the mirror in at the same time.
EIO provides alternative to using TE machines.
TiCo provides alternative to using Fluid Transposer.
unable to disable recipes using kubejs
Hello,
I've been trying to craft a photovoltaic cell I but couldn't find how,
using Craft guide didn't help : 3 Glass - 3 Lapis - 3 Mirror.
these wonderful solar panels can cause excess server lag when connected to more than 1 extra utils energy extraction pipe ( for example: on a corner of a pipe with 2 sides attached to the same pipeline )
just sometimes I it breaks and the server lags terribly
I am playing with a custom modpack of mine which does not have Thermal Expansion in it. (None of the COFH mods). I have a problem where i can craft all recipes shown in NEI from your mod exept for the Tier 3 solar panel. I find this very confusing. I hope you can get this fixed. Thank you!
PS:
Keep up the good work!
I don't use NEI because every time I open my inv, it causes a lag spike.
So yeah, so far I've gotten Tier 3 panels, and now I have to keep experimenting with random materials and see what's gonna work.
Any help? Or suggestions, tips? D:
I noticed that you mentioned that all your solars hold their own charge, and you can have them level out their internal buffers between each other (essentially not requiring individual cables) [if not disabled in configs: B:BalanceEnergy=false]
Hope you like the ideas, I also know you could just make 10 more tiers and there be no point in a controller... Even if the controller only tells the info of the network, that would be cool.
But anyways, thought of the original idea while playing on a ModSauce server. Oh, and congrats on making it into the ModSauce Pack; and congrats on being selected over your competitor 'Solar Expansion'.
ModRecipes.initialize(); should be in Initialization not in pre init (theoretically)
While I understand that tags are not required for your build or distribution process, it'd be incredibly helpful to be able to reference your source by release more quickly.
Basically, No recipe works. It does give me recipes for tier 5 and up, but none for cables, none for tier 1-4, none for mirrors, photovoltaic cells or upgrades. So it's not usable in survival.
It may well be that something else is missing, as a lot of mods are still not available for 1.12, but I think the default recipes should work.
To recreate, use https://minecraft.curseforge.com/projects/all-the-mods-3 for 1.12 and use SolarFlux with it.
If you use the low light upgrade solars start producing full power in absolute darkness, even with the top covered by a full block. In fact, if you don't cover the solar it produces less, even during the day time, than one with a block on top.
These aren't solars at that point, they are just magic energy generators that create RF from nothing.
Looks like you went from the base solar panel as SolarFlux:solar1 to SolarFlux:solar0 and this has caused the solar panels to wipe or at least for sure the current top tier.
I'm hoping you will correct this as you are wiping everyone's solar panels in existence.
Every 30 seconds I get a few (2-4) lines like this:
[08:58:38] [Server thread/FATAL] [SolarFlux/]: Refreshing upgrade cache.
This is after upgrading from 0.5b to 0.6 on a world which had existing solar panels.
Forge Server on Build-1403
Preface: I'm trying to make the solar panels from this mod realistic, solar panels irl don't store energy, nor do any from other mods (that I'm aware of).
I believe I've unearthed a bug. If the storage of a panel is set to 0, it will not transfer any power, despite the transfer rate being non-zero and the panel generating power (as shown in its interface). I will admit it's an edge case, but it's still an issue.
When using the panels in a different dimension the panels still function as if they are located in the primary world in regards to time of day and weather. It would be nice if the panel would check the time of day and weather conditions in the dimension it is located in or you could add or change the dimension conditions (time/weather) that would be used. Other than that, love the mod.
Thanks.
What you need is for the solar panels to be shift + right clicked with a wrench to pick them up and they will also retain their charge.
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