BC power mechanics

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Omicron

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Jul 29, 2019
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Technically, network saturation is the charge level of the conduit's internal buffer. Practically, I don't know any more about it than that definition.
 

Airship

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Jul 29, 2019
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Ah, that makes sense. Well, at least my test proved that you really shouldn't worry too much about what the conduits can do or not, it's highly unlikely that you'll ever overload them :x
 

Chaos_Therum

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Jul 29, 2019
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Hrm I wasn't worried about overloading them I was more curious how there power transfer compared to the universal cables in UE I'm guessing their power transfer doesn't even come close to that of the energy conduits, but the fact that they can transfer anything might make up for that.
 

Harvest88

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Jul 29, 2019
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Yea you can even hook it up to a Nuclear Reactor configed to 20x the power output with 8 Quad Plutonium cells. You just need to pump the power into say idk but about 10 or so AESUs. They do have a small cap of taking in only about 100 mj/t per connection like Liquiducts carrying liquids other than lava. Oh did I mentioned that they have no stupid power loss?
 

Omicron

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Neither Buildcraft pipes nor conduits have power loss either at this point. Check CovertJaguar's youtube channel for the latest Buildcraft changes (which TE followed a few days later).
 

Harvest88

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They both have loss in certain conditions, Idling machines for the pipes and the conduits is a tricky system to understand how power loss is handled but I'll try to decently explain it.
Basically anytime a Non TE power source is hooked up the conduits will take away 5% of the power put into it so if you had 20 ethanol Combustion engines going then your losing an engine to the conduits. So here I'll model it engines/power sources that isn't TE>-5%>95% is retained until A it's leaves the conduits framework basically anything other than conduits and RS cells or B it's passed onto a consumer. So yea although conduits are less lossy they do do loss power. Basically anytime the power leave and return to them and any producer that isn't TE.
 

Omicron

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That is the model currently used in the versions published in the FTB beta 1.5 packs, yes.

But go one version of Buildcraft up, and Buildcraft pipes had all their loss over distance removed. Upon which King Lemming said "OK" and removed the last remaining 5% loss-upon-entering-the-network from the conduits as well. So in the very latest version, there is zero loss over distance no matter if you use pipes or conduits, and no matter how you use them. Energy tesseracts dropped from 25% to 20% loss as well.

Instead, all Buildcraft machines (except the pump) now leak power while idle. Something to the tune of 1 MJ/t per machine, if rumors are to be believed (I have not actually tried it out). Forestry followed suit in that change; I'm not sure if TE did as well. The changelog says nothing in that vein. I'm pretty sure Railcraft is using that paradigm as well, considering CovertJaguar was the one who instigated this mechanics rework, and Railcraft machines (the few that consume MJ/t) were already lossy in idle to some degree even before.
 

Harvest88

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Well I would image that machines that can take in more power when active would draw in more power when idle than less powered machines. Is it's possible to end all losses by a good setup of gates and wires with either conduits and/or pipes? So like be able to cut power from the machines not in action and redirect power to a power sink? (like a powerconvertor set to take in MJ and converts into eu for matterfab?)
 

Omicron

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Not with Buildcraft alone. But if you install a mod that adds something like IC2's splitter cable for conductive pipes, then you can set up a system where a HasWork conditional on a machine closes the breaker and connects itself to the network, where the engines are controlled by the new EnergyRequested gate conditional.