Modded Minecraft Energy Research

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I have to admit that I've never used it, lol. Honestly, outside of this research, I could probably count the number of times I've used energy readers on my fingers. Never really needed 'em, and as they say: "out of sight, out of mind."
 
Good to know, hadn't though of using the transducer, I guess I'm still much more used to the TE side of things =)
 
I am amazed that you can use RC without using the transducer.
Its not all that hard, really since your power system seems to be entirely based on powers of 2, that is to say that any given power interval can be expressed in terms of 2^n. Its just a matter of getting the right speed and torque, and if you're low on speed you use a CVT to shift it in favour of speed, and vice versa for torque. You can't increase shaft speed by adding engines, but you can use that method to increase torque. Combine with the previous note about CVT's (or gearboxes, whichever you prefer, I just like CVTs since they don't need constant lube), and you can fulfill any machine's power requirements. Since you have a book telling you all the engine's outputs and a block that tells you the torque, speed, and wattage going down your lines (or shafts or gears or whatever terminology you prefer), I never saw a need for the angular transducer.

I'm quite fond of math...in fact, if it were as equally profitable a career path as computer science (esp. game design), I'd be sorely tempted to major in math, instead. That may be a contributing factor, as well, lol.

However, for the sake of efficiency, I'll make a mental note to use the angular transducer more often to get my RotaryCraft readings. (Oh, and if you're wondering why I spell out "RotaryCraft," instead of abbreviating it, its because my brain automatically translates "RC" to "Railcraft," thus leading to temporary confusion. That, and I'm a curiously lazy-yet-not-lazy creature, such is my way.)
 
Its not all that hard, really since your power system seems to be entirely based on powers of 2, that is to say that any given power interval can be expressed in terms of 2^n. Its just a matter of getting the right speed and torque, and if you're low on speed you use a CVT to shift it in favour of speed, and vice versa for torque. You can't increase shaft speed by adding engines, but you can use that method to increase torque. Combine with the previous note about CVT's (or gearboxes, whichever you prefer, I just like CVTs since they don't need constant lube), and you can fulfill any machine's power requirements. Since you have a book telling you all the engine's outputs and a block that tells you the torque, speed, and wattage going down your lines (or shafts or gears or whatever terminology you prefer), I never saw a need for the angular transducer.

I'm quite fond of math...in fact, if it were as equally profitable a career path as computer science (esp. game design), I'd be sorely tempted to major in math, instead. That may be a contributing factor, as well, lol.

However, for the sake of efficiency, I'll make a mental note to use the angular transducer more often to get my RotaryCraft readings. (Oh, and if you're wondering why I spell out "RotaryCraft," instead of abbreviating it, its because my brain automatically translates "RC" to "Railcraft," thus leading to temporary confusion. That, and I'm a curiously lazy-yet-not-lazy creature, such is my way.)
I have a idea for the abbreviation: RtC.
 
Pssh, too many associations to remember, I'll just type it out manually. Seriously, there's so any abbreviations and slang terms in my head already that I need to limit how many new ones I let just flow in...might forget r33t or w00t, and I don't wanna run the risk of forgetting the halcyon days of the internet.
 
Pssh, too many associations to remember, I'll just type it out manually. Seriously, there's so any abbreviations and slang terms in my head already that I need to limit how many new ones I let just flow in...might forget r33t or w00t, and I don't wanna run the risk of forgetting the halcyon days of the internet.
Well let's see
RoC rotary craft
Rc railcraft
TC(4) thaumcraft
Mek mekanism
TiC tinkers construct
BC buildcraft
Ic2 industrial craft 2
RaC reactor craft
GT Gregtech
Sfm Steve's factory manager
XU extra utilities
BR big reactors
TE(3) thermal expansion

Those are all I can think of off the top of my head...
 
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Pssh, too many associations to remember, I'll just type it out manually. Seriously, there's so any abbreviations and slang terms in my head already that I need to limit how many new ones I let just flow in...might forget r33t or w00t, and I don't wanna run the risk of forgetting the halcyon days of the internet.
And I am still using RC.
 
The DC Electric Engine does not generate significant enough shaft power to operate a Rotational Dynamo, no matter how many are used. This means that, no, one can’t simply spam a massive amount of DC Electric Engines for a trickle of cheap power at the cost of a constant redstone signal.
Is this legit? Looks like maybe @belgabor already disproved this, without explicitly saying so, I can't tell. You should definitely be able to spam DC engines to produce RF. Worst case scenario you should be able to store the trickle-charge in, say, an industrial coil before converting it. Result would be the same (which is to say, silly, spammy and cheesy, but plausible.)
 
Is this legit? Looks like maybe @belgabor already disproved this, without explicitly saying so, I can't tell. You should definitely be able to spam DC engines to produce RF. Worst case scenario you should be able to store the trickle-charge in, say, an industrial coil before converting it. Result would be the same (which is to say, silly, spammy and cheesy, but plausible.)
Or store the trickle charge using ElectriCraft and output it using a high tier battery.
 
Is this legit? Looks like maybe @belgabor already disproved this, without explicitly saying so, I can't tell. You should definitely be able to spam DC engines to produce RF. Worst case scenario you should be able to store the trickle-charge in, say, an industrial coil before converting it. Result would be the same (which is to say, silly, spammy and cheesy, but plausible.)
Well, I try not to contradict people since their point in a different setup with different configs and/or different mod versions might be perfectly valid =)
In my setup I can say he's wrong, DC engines can produce RF if you shaft-junction enough together. Still it's not something I'd use, too much space and resources for the gain =)
 
Aye, like redstone engines (back when you could send their power via pipe), their power is too low to be usable. Besides, for a modest increase in investment (namely, netherrack and a constant water supply), you can get significantly more power per engine.
 
Aye, like redstone engines (back when you could send their power via pipe), their power is too low to be usable. Besides, for a modest increase in investment (namely, netherrack and a constant water supply), you can get significantly more power per engine.
Again, though, if you use ElectriCraft, that "too low to be usable" power is now trickle power, stored for later burst power.
 
Okay, I've gone thru and re-done the RotaryCraft -> Thermal Expansion conversions, and fixed everything there to two decimal points, for increased accuracy. I'll have another update ready in a few minutes, I just want to get readings for the various coal blocks (coal, charcoal, and coal coke) going thru the steam dynamo. Yes, I'm going for the reverse now, and doing Thermal Expansion -> RotaryCraft! And there was much rejoicing.

[ETA]

Well, that took long e-fucking-nough. I've refined values, and begun work on Thermal Expansion! As a note, I didn't include saplings, sticks, and other suck lowest-tier fuels in the latest table (TE -> RotaryCraft) because they'd require multiple items in the steam dynamo to begin generating power. Besides, who the hell burns saplings as fuel, instead of making them into better fuels, like MFR BioFuel?

FUEL!

Oh, and I've added their burn times in the steam dynamo, in seconds. I figured such data would be useful for designing power grids and such. Oh, and I'll make the consumption rates for jet fuel in the turbines accurate later...probably tomorrow. I have an idea of how to do it, I've just got other stuff to handle, currently, in addition to this whole thing. Once done with that, I think I can safely mark the RotaryCraft -> Thermal Expansion objective as done! This is very fun, and very informative, so I don't think I'll be stopping any time soon.
 

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Okay, I've gone thru and re-done the RotaryCraft -> Thermal Expansion conversions, and fixed everything there to two decimal points, for increased accuracy. I'll have another update ready in a few minutes, I just want to get readings for the various coal blocks (coal, charcoal, and coal coke) going thru the steam dynamo. Yes, I'm going for the reverse now, and doing Thermal Expansion -> RotaryCraft! And there was much rejoicing.

[ETA]

Well, that took long e-fucking-nough. I've refined values, and begun work on Thermal Expansion! As a note, I didn't include saplings, sticks, and other suck lowest-tier fuels in the latest table (TE -> RotaryCraft) because they'd require multiple items in the steam dynamo to begin generating power. Besides, who the hell burns saplings as fuel, instead of making them into better fuels, like MFR BioFuel?

FUEL!

Oh, and I've added their burn times in the steam dynamo, in seconds. I figured such data would be useful for designing power grids and such. Oh, and I'll make the consumption rates for jet fuel in the turbines accurate later...probably tomorrow. I have an idea of how to do it, I've just got other stuff to handle, currently, in addition to this whole thing. Once done with that, I think I can safely mark the RotaryCraft -> Thermal Expansion objective as done! This is very fun, and very informative, so I don't think I'll be stopping any time soon.

Cool. I think you messed up RotaryCraft watts and joules a few places. Like on the first page, "80 RF/t, or 450.24 kW/t in RotaryCraft power" should be ""80 RF/t, or 450.24 kW in RotaryCraft power", i.e., without the "per tick". Basically RF->J and RF/t->W and there is no such thing as W/t (not really, but YKWIM). Not a super big deal.
 
Cool. I think you messed up RotaryCraft watts and joules a few places. Like on the first page, "80 RF/t, or 450.24 kW/t in RotaryCraft power" should be ""80 RF/t, or 450.24 kW in RotaryCraft power", i.e., without the "per tick". Basically RF->J and RF/t->W and there is no such thing as W/t (not really, but YKWIM). Not a super big deal.
Agreed. For the record, AE makes the same mistake, and it has led to a lot of confused players.