[0.9.3] Energy consumption
Posted: Sat Mar 15, 2014 7:13 am
There is something wrong
Try to open the electric production screen a bunch of times, sometimes it displays the real number multiplied by 1000, so if it 1MW it may display 1GW.kovarex wrote:Anyway, what is the bug? Is it that the total production doesn't match the production of steam engines?
1) 1 mining drill should consume ~ 90kw.kovarex wrote:Anyway, what is the bug? Is it that the total production doesn't match the production of steam engines?
I noticed what the problem was, I had a entity, that didnt comsume energy, but in the script, I was doing every tick entity.energy=entity.energy-1000, so it was allways compsuming energy, and it showed really weird values, it is with the f-mod, and not even the released version, I dont know what was the problem when I did it in vanilla, I guess it was the other bug.slpwnd wrote:I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It could fix the consumption numbers as well but I would like to test it on a reproducible scenario so If someone has specific steps to reproduce this then please write them down.
Well, the write property of energy didn't check for negative values, so it could cause strange things, it is fixed for 0.9.4 now.ficolas wrote:I noticed what the problem was, I had a entity, that didnt comsume energy, but in the script, I was doing every tick entity.energy=entity.energy-1000, so it was allways compsuming energy, and it showed really weird values, it is with the f-mod, and not even the released version, I dont know what was the problem when I did it in vanilla, I guess it was the other bug.slpwnd wrote:I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It could fix the consumption numbers as well but I would like to test it on a reproducible scenario so If someone has specific steps to reproduce this then please write them down.
It shouldnt set it to negative values, I also had a check to see if energy was bigger than 1000kovarex wrote:Well, the write property of energy didn't check for negative values, so it could cause strange things, it is fixed for 0.9.4 now.ficolas wrote:I noticed what the problem was, I had a entity, that didnt comsume energy, but in the script, I was doing every tick entity.energy=entity.energy-1000, so it was allways compsuming energy, and it showed really weird values, it is with the f-mod, and not even the released version, I dont know what was the problem when I did it in vanilla, I guess it was the other bug.slpwnd wrote:I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It could fix the consumption numbers as well but I would like to test it on a reproducible scenario so If someone has specific steps to reproduce this then please write them down.
Code: Select all
if entity.energy>1000 then
entity.energy=entity.energy-1000
end
I couldn't get it to do the same as it did for you (wrong consumption numbers). For me it was showing wrong production numbers. That was fixed and in theory it could have caused errors for consumption as well, so let's see with the next releaseDRBLN wrote:The bug is reproduced every time I start a new game.
As far as I understand, it's fixed for 0.9.4
Can't check your video as it is marked privateTami wrote:Look at this Video: http://youtu.be/QzD-9wW6Z70