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..).
Item and Power.
Item Pipe won't connect to Stone or Cobblestone and has half the
friction of Stone.
Power Pipe takes the place of Gold (64 MJ/t) and bumps Gold and Diamond
up to 256 MJ/t and 1024 MJ/t respectively. Expanding the upper tier
power distribution capacity.
Various textures adjusted to keep pipes distinct.
This pattern is basically the old Flatten pattern that would clear all
the way to the sky.
Recipe
GGG
GGG
BBB
Flatten got a matching recipe:
GGG
BBB
BBB
This NEEDS extensive testing. I only have a vague idea how this code
works.
The original code was just tossing any power beyond what it could
handle, with no throttle on how much it was requesting from its
neighbors.
I think its working, more or less, but you'd probably have to hook it to
some TE Cells or something to know for sure.
Explosions are gone, loss over distance is gone.
Added two new Power pipes, Cobble and Diamond.
All pipes have much smaller max throughput:
Cobble = 8 MJ/t
Stone = 16 MJ/t
Gold = 64 MJ/t
Diamond = 256 MJ/t
The power display will turn red if a pipe has hit its max capacity. You
can use smaller pipes to throttle certain parts of your power net.
Machines are more lossy now to make up for the lossless pipes. Expect
low power draws even when idle.
Also added on/off Gate action support to lasers and ACTs.
It now processes in columns, greatly increasing the performance.
It is no longer halted entirely by anything it can't break. In other
words, you can use it to fill over bedrock.
Changed how the clear portion works, it no longer clears all the way to
sky, instead it only clears IN the box.