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Mod for Minecraft - Adds solar panels that produce Redstone Flux

License: GNU General Public License v3.0

Shell 0.12% Java 99.60% Batchfile 0.05% Ruby 0.23%

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allanf181 avatar clayweb avatar guro2 avatar kindras avatar nabijaczleweli avatar nark31 avatar nauktis avatar nister6000 avatar reyls avatar tobiasvogt avatar

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solarflux's Issues

Charge level jumps erratically

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.

Low light upgrade day/night efficiency

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

Version for 1.8/1.9?

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!

New cofh api

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.

(Suggestion) config option for mirror materials

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.

Allow panel size be lower then 0.1

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...

GUI and upgrades

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.

Recipes

unable to disable recipes using kubejs

How to craft Photovoltaic Cell I?

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.

Server Lag

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

Crafting Issue

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!

Recipes for photovoltaic cells?

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:

sugestion: add a controller block / gui

Premise

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]

Idea(s)

  1. a controller unit, essential for arrays larger than different solars. I think this wouldn't work, as people could just make long strips of 14 solars....edit: Noticed that you actually can't have more than 8 already, given the transfer rate cap for each tier.
  2. Only way to setup an array [if the aforementioned config setting was disabled] with out individual cables. This would be cool.
  3. This controller could reduce lag by transferring all energy produced from solars straight into this unit, essentially making the solars not transfer energy to eachother, and not holding their own internal charge.
    • Controllers have an internal registry that is checked once every 5 seconds, and scales up an additional 5 seconds for each solar up to (2?) minute intervals.
    • The array could be rechecked each time any part of the network was unloaded, and when the controller is loaded.
    • And of course a button in the GUI that "force checks" and can only be done once per minute or when there is a change in the network.
    • Controller produced the sum of all components
    • Max Internal buffer of 500M RF (sum of all solars that give energy to this controller), if someone needed more, they can make their own battery array.
    • Transfer rate would be the sum of all the solars.

Problems:

  • Who needs more than 5, 4k rf/t solars? (20k rf/t) which is the max transferrate for the best conduit from EIO, well that's not your problem now is it?

Solution:

  • Have special conduit that can transfer energy from the controller to any connected conduit. You wouldn't want people using this conduit for ever day purposes, and only if they needed it, so you could make the recipe expensive imho; like 2 gold ingots, 4 iron ingots, 2 glass, and a diamond (as an example).

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'.

The recipes!

ModRecipes.initialize(); should be in Initialization not in pre init (theoretically)

[Request] Tag Releases

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.

1.12: Most recipes not working

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.

Low light upgrade turns solars into magic energy sources

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.

Update Wipes All Old Solar Panels...

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.

Server console spam about upgrade cache

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

No output with no storage

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.

Dimensional control

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.

Wrench compatibility

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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