Its now restricted to Wooden Power pipes.
Before:
The trigger was useless because it was triggering off the powerQuery
array which was always true so long as there was any device on the
network requesting power. This made it rather useless for scaling
production to demand.
After:
It now triggers whenever the Wooden Power Pipe's internal power buffer
drops below a certain point. This however required a modification of the
wooden pipe's internals because it was getting stuck in the "Off" state
due to how it handled transferring power from the buffer to the pipe
network.
Anyway, it works now and is somewhat useful.
Note: The Wooden Power Pipe's internal buffer stores 1500 MJ, this was
true even before this commit.
Requests Energy: Activated when the pipe has an active power request.
Use to allow your network to respond to demand dynamically.
Energy Overloaded: Activated when the pipe turns red, in case anyone
wants to know when that happens.
Its now the same as the quarry, 60 MJ per block.
Also tweaked power provider settings on the Mining Well and Quarry to
prevent smaller engines from being unable to overcome the maintenance
drain.
This is an interesting commit, it not only fixes the RS Cells
(@King_Lemming) it also makes it so the network can respond to demand as
needed by shutting down overheating engines, since the pipes won't
accept power now unless something is requesting it.
@King_Lemming this will break compat with RS Cells because you're doing
it wrong. Don't use powerRequest() like that and don't ignore the return
of receiveEnergy().
PS. It was already broken because the cell was just throwing power away
because it was ignoring the return of receiveEnergy().
...instead of their neighbor. The result being that they are constrained
by the new limits and that they actually render the power flow in
themselves.
Wooden Pipes are set with a input cap of 32 MJ/t, buffed from the
previous effective limit of 29 MJ/t.
Note that this also effectively adds a 32 MJ/t pipe that can be used for
limiting flows.
Split inventory into input/output sections.
Added support for retrieving ingredients from neighboring inventories.
Yes, this means crafting chains are possible.
Various other minor tweaks to when it requests power, how it decides it
has everything it needs to craft, etc...
Can only remove 1 item at a time, but that's almost always sufficient.
Also added a bunch of helper functions in InvUtils (moving items between
inventories, counting items, etc..).