before I put this this in a bug thread... BC lasers

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DREVL

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Jul 10, 2013
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When I hooked up my lasers to my power network, they were constantly draining ALOT even when not being asked to do anything. Did I miss something or is this a problem? They did not drain like this or drain at all in 1.4.7
 

Omicron

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Jul 29, 2019
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It's a feature, not a bug. All buildcraft machines except for the pump do this nowadays (and all Forestry machines except for the multifarm). In return you get 100% lossless power transfer.
 

DREVL

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I'm not sure what 100%lossless power transfer is. Do the lasers have a energy buffer and it will stop draining power when its full or does it just drain mj with no buffer like the rolling machine?
 

Zelfana

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Jul 29, 2019
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It's the conductive pipes that have lossless transfer. Machines drain power constantly even when they don't have any work. And yeah it's like the rolling machine but you don't see the stored power for Forestry machines by default. Assembly table shows the lasers' combined power stats.

This means you should size your power generation to match power usage and turn the engines off when machines are not in use.
 

DREVL

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Jul 10, 2013
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I think I see what your saying... I have been using a tandom of TE power delivery and storage with the bc machines. It was just weird that I haven't experienced it ever using them in 1.4.7. Maybe I didn't notice it because because I was running something at the time or had just installed my AE system at about the same time. I have never known laser to eat power while doing anything, but maybe I just assumed it was something else. oh well.
 

Omicron

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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.
 

Omicron

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Under the new system, all Buildcraft machines do. Except the pump.

Lasers are just one of the few Buildcraft machines that actually have the ability to run idle (a quarry can't, for example, unless it has hit bedrock and has no more blocks left to break).
 

DREVL

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Jul 10, 2013
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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.
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.
 

Zelfana

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Jul 29, 2019
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The assembly table has quite a lot of internal power storage. I'm guessing the lasers simply fill that up or at least that's how it worked before.
 

Omicron

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The assembly table doesn't store power. It doesn't even connect to power pipes/conduits. Only the lasers are powered. The lasers do have an internal buffer, though.
 

Zelfana

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Yeah I know but the lasers don't have individual GUIs so you can't tell how much power you have in each one.
 

gattsuru

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May 25, 2013
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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).

Wait... Lasers have constant power draw? Are you sure that's the intended case?
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.
 

KirinDave

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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.


The new buildcraft is so weird because it asks so much but... it really does very little. I feel like Buildcraft as a pure meta-and-management tool (so ignore processing from railcraft and organics from forestry) is like profoundly incomplete without Logistics pipes or something that can further make pipes work intelligently. It's like... crazy that buildcraft still cannot do something as simple as fill up a vanilla furnace with coal efficiently. Vanilla automation can do it perfectly AND can do things like switch amongst fuel sources, etc.

And gates are good for some things, but usually those things are not actually item management but rather liquid or power management.

I hard Krapht talk recently about scaling things back, but right now pipes are worse than vanilla mechanics for most things (except that pipes are marginally cheaper). I wish I understood their plan. At least gates have slightly more control over spitting items into the network now.