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Posted

I'm doing power cables using the Redstone Flux API, but I'm having some problems with the cable energy extraction. Could you help me? Feel free to make critical and show the best way to do it.

 

TileEntityPipe.class

 

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Posted

Your not actually storing the energy you receive

@Override
public int receiveEnergy(ForgeDirection from, int maxReceive, boolean simulate) {

if(storage.getEnergyStored() < storage.getMaxEnergyStored()) {
	return storage.getMaxReceive();
}
return 0;
}

your returning max receive so it is accepting energy but you are not actually adding it to the energy storage that is why storage.getEnergyStored ()> 0 is always false because its always 0.

 

 

I am the author of Draconic Evolution

Posted
  On 11/25/2014 at 3:28 PM, brandon3055 said:

Your not actually storing the energy you receive

@Override
public int receiveEnergy(ForgeDirection from, int maxReceive, boolean simulate) {

if(storage.getEnergyStored() < storage.getMaxEnergyStored()) {
	return storage.getMaxReceive();
}
return 0;
}

your returning max receive so it is accepting energy but you are not actually adding it to the energy storage that is why storage.getEnergyStored ()> 0 is always false because its always 0.

 

 

 

It is drawing power from the power cube constantly, but does not send energy to another cube.

 

I also tried this:

@Override
public int receiveEnergy(ForgeDirection from, int maxReceive,
		boolean simulate) {

	if(storage.getEnergyStored() < storage.getMaxEnergyStored()) {
		return 20;
	}
	return 0;
}

Posted

Ok so it seems you arnt clear on how receive energy works. maxReceive is the amount that a tile is trying to push into your tile you need to take that and try to add it to your storage (i say try because your storage may be full or almost full) then you return the amount of energy that was successfully added to your storage and the tile sending will subtract that number from its storage. If the simulate flag is true you return the amount that would have been added to your storage but you dont actually add it because it is simulated (a way for things to check how much energy your tile can accept)

 

Here is what your receive energy should look like most of what i just described is handles by the EnergyStorage class so its very simple

@Override
public int receiveEnergy(ForgeDirection from, int maxReceive, boolean simulate) {
return this.storage.receiveEnergy(Math.min(maxInput, maxReceive), simulate);
}

I havent had a good look at the rest of your code so there may be other problems but that is the first one i noticed.

I am the author of Draconic Evolution

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