Modded Minecraft Energy Research

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RavynousHunter

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Jul 29, 2019
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Herein lies (I love using those two words together) my current research into the various intricacies of Minecraft energy; from TE to Mekanism to RotaryCraft to whatever else I can get my hands on. For now, I'll post the document I've compiled thus far, and I'll see about filtering it into a proper post here; I just want things to look nice, more than anything, and I dunno exactly how things like tables will translate from MS Word to here.

If anyone has any corrections, questions, or suggestions, feel free to put 'em up. My current objectives are:
  1. RotaryCraft to RF conversions using the Rotational Dynamo, Mekanism ultimate universal cables, and the Mekanism Network Reader.
  2. Fuel items (and later, fluids) to energy type conversions.
  3. Energy (RF, MJ, and Joules) converted to RotaryCraft shaft power. The format for the latter will be: X (mega)watts (Y nm @ Z rad/s).
  4. Attempt to find a relationship between RotaryCraft shaft power going in, and the amount of RF/t going out, the aim being to create a general formula to determine expected outputs before testing.
I'm using a private pack, based on a pack I'm using to play on a server, and as such, I do not currently have IC2 available to me. I plan to fix this in the future, but for now, I'm keeping it as-is so as to keep my workload somewhat more manageable.
 

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Padfoote

Brick Thrower
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Dec 11, 2013
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I can see this being helpful for newer players, or even people who haven't played with one of the mods included in this. It gave me a bit of an idea on how some of the Rotarycraft engines work too in terms of power output, which will be helpful when I start playing around with that. I'll be watching this to see how it turns out.
 

RavynousHunter

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Jul 29, 2019
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Sweet! I got an update, already! This one should mostly complete my research into RotaryCraft to RF conversion, aside from some notes regarding additives for the Performance Engine (as in, how much run time they add and so on), how much water said engine needs to keep from exploding (I put a single EnderIO reservoir directly underneath it and set it to output, but the engine failed violently after about 90 seconds of operation), and and rough idea how the solar towers scale in terms of output. I'm not marking that objective done, just yet, but I'm getting relatively close, I feel.

Something I noted is that, even at maximum operational power, the RotaryCraft wind turbine isn't enough to get the Rotational Dynamo to output power. I'm thinking that they're operating under roughly the same rules as the DC Electric Engine; they'll work just fine in-mod, but won't convert, likely due to it being potentially overpowered, or would just encourage spammy, world-killingly laggy builds.

Also, a further note is that the only shafts I'm using to transmit shaft power are bedrock shafts and, unless otherwise noted, any non-RotaryCraft power I'm transmitting is going thru Mekanism ultimate universal cables and being sent to ultimate energy cubes. One final note, the (applicable) mod versions I'm using are, currently, as follows:

  • EnderIO 1.6.4 0.9.0.220
  • Mekanism 6.0.3.30
  • MineFactory Reloaded 2.7.5-352
  • OpenBlocks 1.2.5
  • Thermal Expansion 3.0.0.2
  • Universal Electricity 3.0.1.49
  • RotaryCraft 1.6 v16c
  • Thaumcraft 4.1.0g
  • BigReactors 0.2.15A
  • BuildCraft A-1.6.4-4.2.2
  • Calclavia Core 1.1.1.147
  • DartCraft Beta 0.2.15
  • Factorization 0.8.29
  • Forestry A-2.3.1.1
  • Railcraft 1.6.4-8.3.2.0
  • Engineer's Toolbox 1.1.7.3
  • ExtraUtilities 1.0.2
  • QuarryPlus 1.6.4-1.0.3
Okay, I think I may have come across a semi-usable formula to convert RotaryCraft shaft power (in watts) to Redstone Flux.

RF = ( 0.0001777 * Watts ) - 0.46; Correlation coefficient of 0.9999999968, meaning that it fits 99.99999968% of the data I collected, except for the AC Electric Engine, which couldn't be used due to the inconsistency of its output.
 

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RavynousHunter

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Jul 29, 2019
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I've begun my work in covering how Redstone Flux converts into RotaryCraft shaft power. My approach is to use a magnetostatic engine, and see how far I can push the output, while the dynamos are active, before the internal buffer starts showing a net loss. Again, I'll see if I can't find a relationship between RF in and wattage out. At least its made simpler by the fact that all the TE-exclusive dynamos output the same amount of RF/t.

Reversing the data I got for the shaft power -> RF equation, I've gotten its opposite:
Watts = (5,627.67 * RF) + 2,592.73; Correlation coefficient of 0.9999999968. I'll see if it fits the data I'll gather later on...and maybe see if I can't find anything by poking around inside of RotaryCraft itself.

Okay, just going to post a few findings here, mostly just notes from peeking into RotaryCraft and the DragonAPI...

  • Watts per MJ = 56,280.0
  • SteamBoilingEnergy = 2,260,000,000.0 (Does this mean the wattage required to create steam in RotaryCraft, or how much wattage one gets per unit [bucket?] of steam?)
Reika, if you got a problem with my posting any of this, just say so, and I'll remove or change it, if you want. I respect ya work, man, and I certainly respect the person behind it.
 
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Blorph

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Jul 29, 2019
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Now I want a good, scientific explanation, On how RF and MJ power work, I do know from looking at the source code of Minechem that Redstone is comprised of Fe3O and Cu (Rust and Copper for those not as chemically literate ;)), And from the Thermal Expansion wiki: "Redstone Energy Cells use the kinetic-electric conversion properties of Molten Redstone to store Redstone Flux", As well as this: "While an incredibly robust piece of Redstone technology, recovering it with a Pickaxe or other mining tool disrupts the Molten Redstone's ability to maintain energy containment. The impacts from using such barbaric implements cause the block to lose all energy stored." So from what I've deduced, Liquid Redstone is able to conduct Magnetism in a similar form as wire conducts electricity, (Bring a magnet to a coat hanger, the magnetism stretches through the hanger, but gets weaker as it gets farther from the source, as does redstone dust. (W.I.P.) Ehh just an idea of mine in the form of text. :p
 

Eliav24

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Jul 29, 2019
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It's magnetodynamic asymmetrical nano-crystal formations. On another note, TE Netherrack power is possible, with 60K Rf difference per operation (120k to melt, 180 via magmatic dynamo). Five dynamos per magma crucible will run a full speed energy-neutral lava positive chain (at least in the 1.6 version).
 

RavynousHunter

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Jul 29, 2019
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Aye, but is there a way to make netherrack renewable, with any semi-decent mod? I'm more curious than anything...I must know. For science.
 

YX33A

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Jul 29, 2019
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It's not like there are millions of blocks of the stuff in some other dimension.
Countless blocks of it, yes. But when we need a infinite source, it's usually because we're working with a limited amount of space allowed.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Sweet! I got an update, already! This one should mostly complete my research into RotaryCraft to RF conversion, aside from some notes regarding additives for the Performance Engine (as in, how much run time they add and so on), how much water said engine needs to keep from exploding (I put a single EnderIO reservoir directly underneath it and set it to output, but the engine failed violently after about 90 seconds of operation), and and rough idea how the solar towers scale in terms of output. I'm not marking that objective done, just yet, but I'm getting relatively close, I feel.

Something I noted is that, even at maximum operational power, the RotaryCraft wind turbine isn't enough to get the Rotational Dynamo to output power. I'm thinking that they're operating under roughly the same rules as the DC Electric Engine; they'll work just fine in-mod, but won't convert, likely due to it being potentially overpowered, or would just encourage spammy, world-killingly laggy builds.

Also, a further note is that the only shafts I'm using to transmit shaft power are bedrock shafts and, unless otherwise noted, any non-RotaryCraft power I'm transmitting is going thru Mekanism ultimate universal cables and being sent to ultimate energy cubes. One final note, the (applicable) mod versions I'm using are, currently, as follows:

Okay, I think I may have come across a semi-usable formula to convert RotaryCraft shaft power (in watts) to Redstone Flux.

RF = ( 0.0001777 * Watts ) - 0.46; Correlation coefficient of 0.9999999968, meaning that it fits 99.99999968% of the data I collected, except for the AC Electric Engine, which couldn't be used due to the inconsistency of its output.
You are correct in that 1RF/t = 5.628kW and 1 MJ/t = 56.280kW. This is in the RC handbook, too.

You are not correct about the jet fuel engines' consumption rate, but I have since modified it anyways.

As for the friction boiler, that number was the result of some thermodynamic calculations, taking into account heat loss, water's heat capacity, enthalpy of formation, and so on.
 

RavynousHunter

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Jul 29, 2019
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I'm off in their consumption rate? Hrm, I'll have to take a deeper look into that; I based my calculations off what I found on the RotaryCraft wiki and a little division, as what I found there was per-minute consumption. I'll research it more and see just what I can come up with...I shall uncover your mysteries, Reika! Its only a matter of time... *ominous thunder*
 

belgabor

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Jul 29, 2019
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Nice. Although, what you write about DC engines is not true (if it hasn't changed in v19), shaft-junction enough of them together and it yields RF.
 

belgabor

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Jul 29, 2019
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2014-03-23_15.54.21.png

That's 18 DC Engines (just spammed them in creative, didn't count while doing it :p). The CVT was only for testing, it's set to 1.