Jump to content

[1.15.2] Smoothly interpolating Power Generation


Ahndrek Li'Cyri

Recommended Posts

Hello all!
So i have a bit of a odd question.
I have a Power generator that works all fine, but the power being all added in at the end of the burn time is not exactly what I want to do.
Let's say i want to add... 2500 power units over 1600 ticks. How would i go about doing that when the power system only accepts Integers to add?

 

I have tried

int power = 2500 / 1600;
addPower(power);

but obviously this won't work because it rounds the result to a Integer, only generating 1600 and not 2500 power units.

Any help on this would be great, thank you!

Link to comment
Share on other sites

if addPower() accepts floats, just use a float

I don't know how that power system works but

int power = 2500/1600;

float powerLeft = 2500;
for(int i=1600; i>0; i--){ //make this run once every tick instead of this for loop, but remember to make i work the same
power = powerLeft/i;
addPower(power);
powerLeft -= power;
}

Link to comment
Share on other sites

Disclaimer: I haven't used any energy system in my mods yet.

private int ratePerTick = 20; // adjust if needed
private int powerRemaining = 2500; // will be changed by other code

public void tick() {
    if (powerRemaining > ratePerTick) {
        addPower(ratePerTick);
        powerRemaining -= ratePerTick;
    } else {
        if (powerRemaining > 0) {
            addPower(powerRemaining);
        }
        powerRemaining = 0;
    }
}

 

Link to comment
Share on other sites

Howdy

The basic algorithm for doing things like this is to add a different amount each tick.

For example, if you wanted to add 30 power units over 20 ticks, you would add

2 units on the first tick

1 unit on the second tick

2 units on the third tick

1 unit on the fourth tick

(etc) for 20 ticks in total.

 

You need to track the fractional part yourself

eg from your example

 

INITIALISING:

float ratePerTick = 2500.0/1600.0;

float remainder = 0.0;

 

EVERY TICK:

remainder += ratePerTick;

int powerToAddThisTick = (int)remainder;

remainder -= powerToAddThisTick;

addPower(powerToAddThisTick)

 

-TGG

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.