[0.17.34] Minor/cosmetic - energy consumption entity info wrong/misleading for modded electric turrets

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Deadlock989
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[0.17.34] Minor/cosmetic - energy consumption entity info wrong/misleading for modded electric turrets

Post by Deadlock989 »

Hi,

Vanilla only has one electric turret and it fires a continuous beam, so this won't have come up in unmodded play.

When you mouse-over any electric entity, you're shown its energy consumption rate. The rate shown is assumed to be for continuous operation. This holds for vanilla laser turrets - because the beam fires continuously until everyone is extra crispy pizza, and its input flow limit can keep up with the cost of firing, it's an accurate report of the energy usage.

I have a turret set up with a very large energy buffer, limitless "energy ammo" which costs a lot of MJ per shot, and a restricted input flow limit. This means that when mobs come into range, the turret is able to fire a quick volley of shots initially, but is then "throttled" by the flow limit, firing much more slowly. The initial volley speed is determined by the turret's cooldown time, but when the buffer runs dry, further shots are limited by the energy flow limit.

It works really well except that the energy usage reported ignores the flow limit completely. Instead, the right-side info panel assumes that the turret can fire at the cooldown rate forever. The energy use reported is therefore vast - the way I have it set up, it's about 8 times as much as it should be. The turret never consumes that number of megawatts under any circumstance - it can't, because the input flow limit determines the maximum amount of power it can draw from the network.

Suggestion: when reporting energy usage for entities, show the lower of either (a) continuous running, which for most machines is just energy_usage * crafting_speed or whatever, but for electric turrets is derived from the ammo type and cooldown in the attack parameters; or (b) the input flow limit rate.
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