Lets talk about mod support

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wolfenstein19

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Jul 29, 2019
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Pretty much any power system could be RFified if someone put some time and effort into doing so. It's all down to whether doing it will actually add anything to using the mod.
Or compromise the vision behind the mods. Some mods, like electrical age or rotarycraft, would suffer complete balance loss if they added native rf support.
Mods where the math behind the power is a vital balance component are incompatible with RF on a very fundamental level.
 

Celestialphoenix

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Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
Or compromise the vision behind the mods. Some mods, like electrical age or rotarycraft, would suffer complete balance loss if they added native rf support.
Mods where the math behind the power is a vital balance component are incompatible with RF on a very fundamental level.

Not so much 'math' -but any system based on 2 [or more] values to define "power" (such as torque & rotational velocity, voltage & current ect) wouldn't work as RF gameplay currently consists of 1 value/measurement for power.

If someone made a "2D" RF mod/powergrid; such as "frequency X amplitude = RF/t", then that has the potential to work with the other "2D" power grid such as rotarycraft/electric age/GregTech ect
(would the RF api be capable of running a more complex power grid??)
 

King Lemming

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Jul 29, 2019
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No. That is antithetical to its design.

I wouldn't say that necessarily. You can do quite a bit with it. Thermal Expansion dynamos and machines have dynamic power scaling based on internal feedback, which is essentially how torque-speed controls and frequency response work in a power grid. In a lot of ways, it's incredibly realistic.

It's definitely possible to use the API to create a quite complex grid. It's not antithetical so much as just hasn't been done. And the more complex mechanics that do exist are overlooked in part because the average player, and modder for that matter, has absolutely no idea how power grids actually work.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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I wouldn't say that necessarily. You can do quite a bit with it. Thermal Expansion dynamos and machines have dynamic power scaling based on internal feedback, which is essentially how torque-speed controls and frequency response work in a power grid. In a lot of ways, it's incredibly realistic.

It's definitely possible to use the API to create a quite complex grid. It's not antithetical so much as just hasn't been done. And the more complex mechanics that do exist are overlooked in part because the average player, and modder for that matter, has absolutely no idea how power grids actually work.
I do not see how you could implement a 2D system with only one variable...
 

Evillevi

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Jul 29, 2019
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I do not see how you could implement a 2D system with only one variable...
:V
There are two. Does it have any fuel and how much of it's internal buffer is full/empty = How much power is generatred per tick.
(/missing the point entirely)
PS:Granted for teh most part no one bothers with the throttle functino of TE dynamos
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
I do not see how you could implement a 2D system with only one variable...

Assuming the RF api can't support multiple variables;

You could probably implement a "1.5D" power grid.
Basically a 1D powergrid through and through- but with some visual and mechanical trickery to create the appearance of a 2D grid.
Using Frequency "Voltage" and Amplitude "Current"
Tier 1 cables carry 100Rf/t at 100Hz, amplitude of 1
Tier 2 carry 1000Rf/t at 200Hz, amplitude of 5 -so it can only send in intervals of 5rf

If the receiving 'machine' only needs 3rf/t, then 2rf/t would be wasted.
If the receiving machine has an amplitude limit of 2, then a 5 will blow it up
Likewise if the receiving machine has a minimum of 5, then you'll need a T2 or higher to physically run it.
This would work around the amplitude being hard-coded to each particular cable/engine/battery, and the machines ect connected to them understanding/preprogrammed with what their hooked up to so they can respond accordingly.

1.5D seems an appropriate name, the same way a 2D flash animation can create the illusion of a 3D object/character -often called "2.5D" animation.
Also referring to frequency/Hz as per tick rather than per second just seems to fit within MC; I generally see the tick as the SI unit of minecraft time.​
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Assuming the RF api can't support multiple variables;

You could probably implement a "1.5D" power grid.
Basically a 1D powergrid through and through- but with some visual and mechanical trickery to create the appearance of a 2D grid.
Using Frequency "Voltage" and Amplitude "Current"
Tier 1 cables carry 100Rf/t at 100Hz, amplitude of 1
Tier 2 carry 1000Rf/t at 200Hz, amplitude of 5 -so it can only send in intervals of 5rf

If the receiving 'machine' only needs 3rf/t, then 2rf/t would be wasted.
If the receiving machine has an amplitude limit of 2, then a 5 will blow it up
Likewise if the receiving machine has a minimum of 5, then you'll need a T2 or higher to physically run it.
This would work around the amplitude being hard-coded to each particular cable/engine/battery, and the machines ect connected to them understanding/preprogrammed with what their hooked up to so they can respond accordingly.
1.5D seems an appropriate name, the same way a 2D flash animation can create the illusion of a 3D object/character -often called "2.5D" animation.
Also referring to frequency/Hz as per tick rather than per second just seems to fit within MC; I generally see the tick as the SI unit of minecraft time.​
I like this. :)
 

CrazySane

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Jul 29, 2019
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I'll play devil's advocate here for a moment - while I see the situation from the modder's point of view, but from a server owner and avid player - I like what I like. I'm a huge fan of BigReactors, I'm also a huge fan of Electrical Age's power metering, alarms, and remote switching systems. I use my rather sizable reactor and turbines to provide power to a number of the players on the server and I'd love to be able to use the meter system from Electrical Age to tell how much power they are using. I already do use the alarms and redstone conversion to notify of reactor problems (coupled with Computer Craft). Perhaps a configuration flag enabling/disabling the conversion is in order, but cutting off a subset of your possible user-base because they don't want to go for the 'all or nothing' approach to the mod is silly.