mt-mods / mt-mods/technic

Quarries on HV network did not start when expected.

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Documentation Good first issue Invalid
Dominant language
Lua
Stars
23
Forks
33
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Description

Observed on pandorabox.io

Network description:

  • 12 nuclear reactors, but only 1 was fuelled and operating.
  • 1 switching station (reading 110k supply, 600k demand).
  • 1 HV battery, full, reading 1000k/1000k
  • 60 quarries.
  • ALL HV cable was digi cable.
  • 2x HV solar arrays.
  • 1x Jumpdrive, 4 blue energy crystals, fully charged to 3MEU.

Also on the "digi" network were 1 LUAC, 1 LCD, 1 touchscreen. The LUAC is there to turn the quarries on and off in groups. it has a function linked to a button on the touchscreen to turn all 60 on at once (They are in 12 groups of 5 each).

What happened:

  • The battery and JD were fully charged. No nukes were started yet.
  • I jumped the ship (R15) from my dock to out over water (Y=101).
  • I tested that I could manually enable 1 quarry, and that worked.
  • I tested that the LUAC could set the radius of all 60 quarries (worked).
  • I inserted 6 fuel rods into one reactor, started it up.
  • I verified that the switching station read "supply: 110kEU" (100k from reactor, 10k from 2x solar arrays).
  • I used the touchscreen/luac to enable all of the quarries. This sent 12 digiline messages out (12 groups of 5 quarries each).
  • The switching station shows demand of 600k now.
  • All of the quarries formspecs read "Digging 3 nodes above..." but did not change.
  • Mouse-over on a quarry showed "HV quarry unpowered" (or similar).
  • The battery was NOT fluctuating in stored energy.

What I expected to happen:

  • All 60 quarries would probe 1-node, consuming 600kEU from the battery.
  • The Quarries would then pause, as there was not enough energy on the network to run another step.
  • The Solar + Nuclear would replenish the battery, and when it reached >= 600kEU, the quarries would run another step.

Remediations attempted:

  • I dug and put back the switching station (in the exact same location). No effect.
  • So I then fuelled a second reactor, bringing supply to 210kEU and the network started operating as expected.

Random musings:

  • The calculation for if the network can run in that server step failed, even though the 1000kEU in the battery should have been enough energy.
  • The HV network was somehow glitched from the jump (as SX suggested in the in-game chat), but adding the second nuclear reactor forced a rebuild.

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the described HV network setup around a ship jump, one active reactor, a full battery, and grouped quarries. Trace the switching station, battery, and quarry power-state handling; the issue is resolved when the network correctly uses available stored energy or rebuilds its state after the jump without requiring a second reactor.

Written by the indexing model from the issue text.

Assessment

Tech stack
lua
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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