* fix(magicalenergyabsorber) stops when buffer can not store the next maximum eu output
* rework(magicalenergyabsorber): computation of vis to eu conversion
New configuration option to define how much EU Per Vis (not CVis)
I:EnergyPerVis_20=20
This value is divided by 100, so it is actually 0.2 EU per Vis
The Magical Energy Absorber will try to drain enough CVis, comulating all aspects,
until it can reach max Output, or has drained all available aspects.
Number of total cummulated CVis output required in a Node per Magical Energy Absorber Tier:
Novice (LV):
√(32 × 10000 ÷ (20 × 90)) = 13,333333333 ⇒ 13 CVis
Adept (MV);
√(128 × 10000 ÷ (20 × 80)) = 28,2843 ⇒ 28 CVis
Master (HV):
√(512 × 10000 ÷ (20 × 70)) = 60,474315681 ⇒ 60 CVis
Grand Master (EV):
√(2048 × 10000 ÷ (20 × 60)) = 130,639452948 ⇒ 131 CVis
As referrence:
The Huge Creative Node from Thaumcraft has 500 of each primal aspects.
* fix(machine): magic energy absorber
- Fixed Dragon Egg Siphon mode to work as intended when
`B:MagicEnergyAbsorber.AllowMultipleEggs_false=false` (fix#1482)
- Fixed Vis drain from Visnet (Energized Node/Vis Relay) drain rate
(fix#1119)
- Added Vis conversion as a configuration option:
`I:MagicEnergyAbsorber.EnergyPerVis_20=20`
- Replaced broken Aspect drain from items, with drain from Essentia
Containers in range, using same mechanic as the Infusion Altar
- Added Essentia Aspect conversion as a configuration option:
`I:MagicEnergyAbsorber.EnergyPerEssentia_320=320`
- Fixed Enchantments drain to convert all available enchantments
- Made input filtered to valid enchanted items/books (Item must be
enchantable and enchanted)
- Fixed Enchantments drain to not consume input; if it can not buffer
generated energy from it, or if it can not output disenchanted item
- Added a user settable Tiered operation range using a Screwdriver.
Default Range Tier is Machine Tier.
Max Range Tier is Machine Tier + 2.
Range is 2^(Range Tier): 1, 2, 4, 8, 16, 32, 64 blocks
- Fixed Ender Crystal drain mechanic, to allow multiple Crystals to be
drained.
- Made each in-use Ender Crystal, exclusive to a Magic Energy Absorber
- Improved default Ender Crystal energy worth to 512EU/t instead of
32EU/t
This patch fixes persistency of NBT tags in machine item when machine block is harvested.
Machines with an @Override on setItemNBT will now persist data correctly when harvested?
Change fixes intended persistency behaviour of following machines:
- Item buffers will persist screwdriver configured output stack size when harvested.
- Item distributors will persist setings of items per face.
* Small lava boiler now produces impure stone dust in output slot. Efficiency drops to 33% as output fills up.
* changed tooltip
* Added config option for small lava boiler efficiency loss due to byproduct buildup.
* Fixed Gasoline recipe input Materials and output FluidStack sizes
Gasoline recipes used Acetone, which was only obtainable with
complicated chemistry.
They now use AceticAcid for simple chemistry.
The recipe for GasolinePremium had an output FluidStack size of 32000L,
which exceeds the 8000L output tank size of the Mixer.
To fix this the recipe now outputs a stack of Cells rather than a
FluidStack.
Since this reduces the number of available inputs by one Octane is no
longer required for producing GasolinePremium.
The Octane Material has been removed since it no longer has any use and
was only obtainable by cracking LightFuel.
* Slightly simplified Gasoline production
Removed the GasolineRaw intermediary material.
Gasoline no longer requires Gas.
* Resolved a conflict between NO2 and N2O recipes
* Allow use of wire cutter/soldering item on the tile entity, as well as the wire, for a connect/disconnect
* revert soldering iron changes
* Added missing overlays, made the passtrough of wire cutting/connectiong trough gt machine blocks work only if the player is isneaking. And because of that, added back the soldering iron support.
* Solar Panel Fix
Two main pieces:
1) Updates solar panel (cover) behavior to always show connected, and
allows connect() to work without a tile entity. This bit is mostly
optional and mainly included so the client renders the panels as
connected.
2) Updates injectEnergy() to allow injection from unconnected, but
UNKNOWN directions (6) - which is what solar panels and transformers
use.
* Make AE2 GT-p2p tunnels connect to gt cables