it had to be a bug or a "feature" in 1.5.2+ BC oh well... I'll just need another redstone cell to be a "circuit breaker" for it.This is a change that was made only very recently. It did not exist in 1.4.7, or even in early versions of 1.5.2.
Conductive pipes are fixed. They're no longer buggy, awful and lossy.It's the conductive pipes that had lossless transfer.
I said lossless, you should get your eyes checked.Conductive pipes are fixed. They're no longer buggy, awful and lossy.
Lasers are specifically set to a PowerPerdition of 1 MJ/tick, and were set explicitly to that value even when the default PowerPerdition was 1MJ/100 ticks, so it's probably intentional. Their internal storage is only 1000 MJ, so their storage should fill pretty quickly in most networks, and but the drain can add up. Some manner of adding and removing power connectivity -- or even dedicating a separate bank of engines -- may be recommended here.Wait... Lasers have constant power draw? Are you sure that's the intended case?
Is this all part of that push to make Buildcraft energy The Not-Industrialcraft?
Before Buildcraft 3.7.1, Conductive Pipes were heavily lossy, and prone to explosion. In 3.7.1, that loss and any risk of explosion was removed, but instead pipes have a maximum energy transfer rate, and each device drains a specific amount of energy even when not running. For most machines, this is 1 MJ/t, but there are exceptions (the Quarry uses 2 MJ/t, Forestry Multifarms use 0 MJ every 100 ticks).
Lasers are specifically set to a PowerPerdition of 1 MJ/tick, and were set explicitly to that value even when the default PowerPerdition was 1MJ/100 ticks, so it's probably intentional. Their internal storage is only 1000 MJ, so their storage should fill pretty quickly in most networks, and but the drain can add up. Some manner of adding and removing power connectivity -- or even dedicating a separate bank of engines -- may be recommended here.