[1.6.4] Power Inverters Mod (early alpha)

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Paul17041993

Active Member
Mar 17, 2013
90
17
33
Australia
www.vectrobe.net
Ever wanted a simple and lossless means of power conversion? transformers? well here you go.

2014-08-17_171557_zps61ba0228.png
2014-08-17_172133_zpsba064c92.png
2014-08-17_173918_zpsdaa9f2c1.png
2014-08-17_174012_zps607467d4.png

some time ago I got annoyed by the lossyness of non-IC2 machinery using EU (eg; minefactory reloaded, power converters, mekanism universal cables,) that I decided to just make my own simple converter mod, spent ~2 days actually coding it so far (mostly due to working-around some API and general minecraft issues) but it does it's job and Ironically I use them myself literally everywhere.

At this point in time they only provide EU <> RF conversion, and are very W.I.P., but planned features are as so;
- GUI
- ability to change each face
- redstone options
- possibly better textures (feedback)
- steam boiler, one that's completely dynamic, no constant/static output nonsense like that of railcraft etc (temperature adjustable of course)
- other power APIs (maby...?)
- some controllable lossyness for those hardcore players that liked the classic IC2 cable loss etc

Downloads:
PowInvert.jar
src (for those who want to see it)

copyright license at this time remains undefined but may be changed so in the future, that being said FTB are granted permission to use this mod, and anyone is free to have this mod in a public pack, you don't have to ask, however giving credit and a link back here is a decent thing to do for various reasons.

alongside the mod permissions, the src remains in the same scenario, anyone who may need it or snippets of it are allowed to use it in their mod, it's only very basic after all. However that being said it may change drastically at any point due to API updates, also I would like it if you mentioned you're using it as it allows me to mention back if something drastic changes.

credits wise I did the code, but a thanks goes to a friend by the name of NeuroticCheeze for helping with the textures.
 

Paul17041993

Active Member
Mar 17, 2013
90
17
33
Australia
www.vectrobe.net
How is powerconverters lossy (in a way that is not configurable)? (I'm sort-of interested)
in IC2 experimental the EU API was overhawled to the point that it now only sends EU in collected chunks of value, a total of whatever any machines on that line output, eg; a couple MFSUs full of charge will give 4096 EU. Then on any receiving ends it will give a fraction of it, or if only one demands it it will get the whole lot, even if it only demands 32EU (LV machine) it will get the full 4096 EU, but of course then after that it will remain 'full' for the next amount of ticks so the energy net will not run on that cable.

the problem with this is that the value is greater than whats demanded, and none of the mods bar IC2 itself (and a little of gregtech) weren't updated to this, so whenever they get power they almost always just dump the remainder, that 99% full power converter or lava fabricator? you had an MFSU attached to it and while it needed 4EU it just made 2044 dissapear and will do so on every single tick.

I admit, it took us a while to work out why our power systems kept getting leaks, and why some power converters would keep failing (some weird HV lock bug), but when I discovered exactly what it was by looking at the updated IC2 energy spec I wasn't very happy, first thing I did of course was look for updates to the mods, unfortunately there wasn't any so I just made my own. This was also a good couple weeks or so ago but I wasnt exactly bothered to push it publicly till now (various reasons).
 

portablejim

New Member
Jul 29, 2019
267
0
1
It seems like I now have 2 power systems to fix up in powerconverters. (theother one being BC/MJ).
 

Paul17041993

Active Member
Mar 17, 2013
90
17
33
Australia
www.vectrobe.net
I guess I should also note that the version in 1.7 is supposed to be reworked again, idea is mostly the same, just updated with correct voltages (or at least supposed to be anyway), however I'm not just about to look at it at least until a couple more days (academy game coding work takes priority).

not that it really makes a difference as either way you would need to update it so it behaves correctly (or at least compiles/runs if the calls have changed).
 

Wursti

New Member
Jul 29, 2019
125
0
0
Feature for the future: make power conversion to EU VERY lossy if gregtech is added. It would be a shame if people would power their GT machines with a big reactor.
 

Paul17041993

Active Member
Mar 17, 2013
90
17
33
Australia
www.vectrobe.net
Feature for the future: make power conversion to EU VERY lossy if gregtech is added. It would be a shame if people would power their GT machines with a big reactor.

the real solution to that is to just not use bigreactors if you want a balanced game, wait until the mod's more developed and refined, the version in the current FTB packs has no balance nor risks yet (they don't even break or explode).

configurable lossyness is already a planned feature anyway if you read the dotpoints, and the ratios and rates are already configurable if you just wanted to change the EU:RF ratio, though not recommended unless you tuned other RF machines accordingly (eg; minefactory).
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
the real solution to that is to just not use bigreactors if you want a balanced game, wait until the mod's more developed and refined, the version in the current FTB packs has no balance nor risks yet (they don't even break or explode).

configurable lossyness is already a planned feature anyway if you read the dotpoints, and the ratios and rates are already configurable if you just wanted to change the EU:RF ratio, though not recommended unless you tuned other RF machines accordingly (eg; minefactory).
Please do not interact with my power system; there is a reason I tiered the converters. :p
 

Paul17041993

Active Member
Mar 17, 2013
90
17
33
Australia
www.vectrobe.net
Please do not interact with my power system; there is a reason I tiered the converters. :p

dw I don't intend to, only thing I would want to add to yours (if you're not already planning this) would be a multi-block similar to the turbine generator, but in reverse, would allow high power without the need of stacking heaps of tier5 engines, however the use for such a thing is quite limited so Id doubt Id even bother to do that...
:p