@PonyKuu was actually right all along. Speed upgrades (by default) actually multiply both speed and power requirement by the ninth root of ten per upgrade (so energy per operation remains the same) and energy upgrades multiply the size of internal buffer and divide the power required (and thus, all other things being equal, energy per operation) by the same factor (which should actually be the eighth root of nine, I've just realised, because you can't actually add nine upgrades to a machine).
Is it overpowered? Probably, but it was my first ever contribution to Mekanism and it was at least better than what came before it (speed upgrades inadvertently reducing energy per operation, and I believe it was @PonyKuu getting annoyed at that which first motivated me to contribute so... thanks!). I'm thinking it would be a bit more balanced if I made the exponential growth of power consumption twice as fast as the decay of operation duration, and twice as fast as the decay in energy consumption due to energy upgrades (so power consumption becomes
instead of
).
On another note, me and my Chemistry A Level thought it might be cool if we made the sulphuric acid production process a bit more realistic (which adds complexity as well), making it similar to the real-life contact process:
Anyway, I'll stop now. Thoughts, @Aidan? Everyone?
Is it overpowered? Probably, but it was my first ever contribution to Mekanism and it was at least better than what came before it (speed upgrades inadvertently reducing energy per operation, and I believe it was @PonyKuu getting annoyed at that which first motivated me to contribute so... thanks!). I'm thinking it would be a bit more balanced if I made the exponential growth of power consumption twice as fast as the decay of operation duration, and twice as fast as the decay in energy consumption due to energy upgrades (so power consumption becomes
Code:
default * factor ^ (2 * speedUpgrades - energyUpgrades)
Code:
default * factor ^ (speedUpgrades - energyUpgrades)
On another note, me and my Chemistry A Level thought it might be cool if we made the sulphuric acid production process a bit more realistic (which adds complexity as well), making it similar to the real-life contact process:
- Enrich gunpowder to get sulphur (or collect it from Railcraft or some other mod that worldgens it)
- Burn the solid sulphur to produce sulphur dioxide gas (S (s) + O2 (g) → SO2 (g))
- Oxidise the sulphur dioxide to sulphur trioxide (2 SO2 (g) + O2 (g) → 2 SO3 (g))
- Introduce the sulphur trioxide directly into water (SO3 (g) + H2O (l) → H2SO4 (g)) This is really energetic and creates a "corrosive aerosol" (thanks wikipedia) which is difficult to deal with. Maybe make them condense it and use the liquid stuff?
- Introduce the sulphur trioxide into existing sulphuric acid to make "fuming sulphuric acid" (SO3 (g) + H2SO4 (l) → H2S2O7 (l)) then add water to that to get more sulphuric acid back (H2S2O7 (l) + H2O (l) → 2 H2SO4 (l)).
Anyway, I'll stop now. Thoughts, @Aidan? Everyone?
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