fairiestoy wrote:Great work up to now, even though i had some problems with a slightly older version of yours getting to work. Maybe im a bit too used to technic for that. Anyway i like that this mod nearly has no dependencies and just include them as optional. But i didn't get to test something and would like to know how it behaves, if a chunk gets unloaded. Is the energy production stopped then like in technic? If yes i have a suggestion: Try to find a way to make energy production possible even with not loaded chunks. One way could be, to push all energy producers from a network into a stack and how long they are capable of producing energy as well as the amount. If you now unload the chunk, the connected machines of that network could access this stack to check if there is power and when the time of production ends in order to update the stack. This way you could provide a nice feature and i think its more possible here then in the technic mod because its not grown that big up to now.
But good work up to now :3
Thanks ^_^
I haven't tried it either, but I think it does not produce when the producer's chunk isn't loaded. The real advantage over technic is that it's simpler to get your electric base started up because no switching station is required.
It's probably possible to make energy production do that but it would require more than just a stack. This is because if you walked away from a chunk to cause it to unload and then saved the game, upon returning the unloaded producers would no longer be sending energy because that data would've been only in temporary memory (RAM). As such, I think it's not really a matter of network table vs stack but more about using a data file to keep track of such things. If I understand how technic works, I think the switching station is where all of the energy handling is done, so maybe you could ask them if they could turn their network tables into persistent tables and maybe have loaded switching stations connect to and use the network tables of connected but unloaded switching stations. The challenge would probably be figuring out if a loaded and unloaded switch is connected. Show them
http://lua-users.org/wiki/PersistentTables if they need to know what a persistant table is. Basically, it's a table that gets saved to a file.
This mod doesn't even save a network. It just saves the energy to the nodes itself and when it wants to send energy, it just recursively sends the energy to nearby nodes and keeps track of which nodes the energy packet has already visited. This means I'd probably have to either rewrite the energy transport code or keep track of positions, energy, and other stuff in a data file. It should be possible, so I'll keep it in mind for a later feature.
Right now, the current plan of development on this mod is:
1) Gameplay Balancing (Changing crafts, energy production, or anything that affects difficulty and/or hinders usability)
2) Documentation, especially for any changed crafts
3) maybe scuba gear after that because under water exploration would be cool.