Tech mods: Why have a power system?

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keybounce

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I think I asked this in another thread, and it got buried/lost. It's worth a thread itself.

Why do tech mods feel a need for a power system?

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Vanilla uses fuel for the furnace. After that, it's just a matter of time -- furnaces take X ticks per operation if the fuel is there, potions take X ticks regardless, teleporting (nether portals) takes time, etc.

But there's no real concept of power. Strength 1, and strength 15, redstone works identically. Power rails that are close to the redstone torch are just as "accelerating" as power rails some distance from the redstone torch.

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Why does a squeezer require power, instead of just time? Hoppers will process their input as a matter of time; dispensers and droppers just require a simple redstone loop if you don't mind the sound effects, and a comparator will minimize that.

Why does a gene manipulator require power, instead of just lots of time? Why does it require lots of time?

Well, you could say that genetic manipulation and centrifuges so that you can trivially get lots of materials should not be so trivial. And that power systems are supposed to be the limiting factor. And that makes sense.

But if power is supposed to be a "You are limited in using some advanced machines", why is that not the whole design of the power system from step 0?

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There are many things that could be done to tweak a power system; the supply can have 1 or 2 factors, the machines can require certain strength of power, storage devices could be next to the machines, or built-in to the machines, etc. Power cables might have tiers and limited transmission and loss; combining might require some kind of power matching, or they might just add freely.

If you approach the view of a power system from the view of "The power system has the job/goal of limiting access to advanced machine Y until X is done", how/why/what determines the X? And, to what extent does the challenge depend on, versus define, the power system structure?

Extreme view #1: All machines are equal, all power is equal, all generators are equal; the only difference is size. One gigantic generator, or lots of little generators, everything else is indifferent. All storage devices are perfect and lossless; all machines come with built-in power cells that render explicit batteries useless most of the time. No challenge or restriction beyond the resources to run the devices, and even that can be automated so that only the setup is the delay/cost.

In such a setup, the only real way to make something be slowed down by the tech system is to require crazy huge power demands. Which just results in people asking for crazy huge power generators, which in turn just requires adding some very rare, hard to acquire resource for building or fuel.

In the extreme, mining for the rare ores needed to run the high-end generators becomes a game in itself.

Extreme view #2: Power is defined by two different characteristics (example: voltage and amps; speed and strength). Two different power sources with different characteristics cannot be combines; all conversions to match characteristics have loss. Advanced power generators do not just take fuel to run. They take power to run, and need those lower-end generators to make them happy (to power their control circuits, etc). They require special items in their construction, and those items need power to build. All transmissions have loss (wires have resistance, etc), all storage has loss. No machine has built-in batteries, so explicit power storage is needed.

In such a setup, a machine might not have excessive total power requirements; it might have heavily lopsided power requirents. For example, most generators might have a common characteristic of high speed and low strength; "better" machines might have higher strength requirements. The conversions would imply loss, so better converters with less loss would be better, and might require rarer parts, or parts made by higher-quality machines.

In the extreme, getting the power supply needed would be a game in and of itself.

===

Thoughts? Anything I missed? Anyone see flaws with my thinking? Anyone have a better answer to the question, "Why have a power system anyways?"?
 
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Azzanine

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A better question would be why not.
Back in the day the 2 main power systems where Ic2 EU and MJ (rfs predecessor). Back then management of power was the game, the machines where merely a reward and a way of signaling success, that you had figured out the quirks and nuance of your chosen power system.
But after a while a mainstream crowd of players started focusing on the perks rather then the power leading to power feeling like a superfluous barrier to their ore doubling and auto mining. This is probably why this "why bother" with a power systems mentality has appeared. There's a lot of players who don't care about challenging power management and some modders then facilitated them.


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mathchamp

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A better question would be why not.
Back in the day the 2 main power systems where Ic2 EU and MJ (rfs predecessor). Back then management of power was the game, the machines where merely a reward and a way of signaling success, that you had figured out the quirks and nuance of your chosen power system.
But after a while a mainstream crowd of players started focusing on the perks rather then the power leading to power feeling like a superfluous barrier to their ore doubling and auto mining. This is probably why this "why bother" with a power systems mentality has appeared. There's a lot of players who don't care about challenging power management and some modders then facilitated them.


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I do have to agree here - RF is too easy (although I still like to use it). Something like EU has some complexity to it - you need to use the right cables for the amount of power, long runs of cables result in losing power, and you can blow up machines by giving them too much power. RF literally just moves from generators to transport to storage to transport to load with no loss and the only thing to watch is using high-enough tier ducts/conduits that can put out enough power to supply your loads. With RF, there's very little of "what is the optimal way in which I can set up my power grid" and more of "okay, how much juice do I need to run my _____" and/or "how many _____ do I need to feed my _____".

I wonder if there are any up-to-date power systems that are actually close to real life mechanics. At the very least, with voltage and current, energy losses due to wiring resistance (proportional to the square of current), and machines/generators should have very limited if any internal storage. Connecting a machine that needs more power than is being generated would sag that entire net and make all the machines slow/malfunction/stop. Overvoltage would damage/destroy machines or cause them to malfunction. Wires would heat up from the Joule heating and burn out if they got too hot from excessive current (along with igniting nearby flammables). This could be counteracted by the player installing fuses, which would have a bit of extra loss in them but excess current would cause them to blow after a short while.

Even better would be separate AC and DC grids, but that would likely be a bit excessive and then you need two different models. AC would involve complex voltages and currents due to phase (and loads could have complex resistances!), along with transformers that can step voltage up and down, plus internal storage would make no sense outside of blocks like generators and flywheels so for that level of realism you'd need a more complex model than if every block had a bit of storage. At least with DC you could just say that every machine has a capacitor and give them enough internal storage for a few ticks to smooth out the simulation a bit.

And then if you really wanted to be serious, you could add three phase AC, but that would just be overkill.

One other thing would be needing to make sure that energy is conserved despite approximation errors from the numerical solving of the system. Otherwise, someone's going to find a way to make infinite energy by breaking the model. Most likely, the models would probably use voltages to calculate currents and losses, and then do the actual advancing of the model by a tick as a series of energy transfers (if the transfers are too large, the simulation could try subdividing the tick - this would be good for simulating transients such as when a when a switch is flipped or a machine is added/removed, but if it occurred on a continuous basis it would eat a lot of tick time from the server). Thus, storage would be modeled as energy storage rather than charge storage. So, for example, if my battery is at 12 volts, the load is pulling one ampere, and I have one ohm of resistance between them (thus the load voltage is 11 volts), then I know the battery is losing energy at a rate of 12 watts, while the load is getting 11 watts of power. So I divide those by 20, and on this tick, the battery loses 0.6 joules of energy, while the load gets 0.55 joules for whatever job it's doing. The battery voltage is then recalculated based on its remaining energy for the next tick.

However, if players can hook up machines in series or parallel in any which way they feel like it, it would necessitate a very complex model, so one possible concession would be to make everything connect to ground - just say that all the neutral cables are bundled with the live cables so that the return current just flows opposite the source current, back to the supply.
 

keybounce

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I wonder if there are any up-to-date power systems that are actually close to real life mechanics. At the very least, with voltage and current, energy losses due to wiring resistance (proportional to the square of current), and machines/generators should have very limited if any internal storage.

Just as a quickie reply to that request: Look into ElectricCraft. It gives you voltage and amp-based power transmission for RotaryCraft, which in turn uses rad and torque-based power generation and consumption.

Both only do approximations to the reality. RoC's treatment of torque is apparently highly simplified (about 30 pages back a mechanical engineer asked some questions, and Reika responded with enough to show that he knows what's really going on, and that it's more than most players would ever understand), and the whole approach to electrical transmission is very, very simplified because apparently real-life induction properties are more than a little confusing.
 

Wolfie_Waffle

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I would really like a widely compatible second extreme type power system. I wasn't playing much in the age of Tekkit and IC2, but the power system seems interesting. It goes back to this mentality of Minecraft mods I have, where I like simple rules that have complex consequences and possibilities, (like redstone) and I could see how a power system like that could be interesting. I like RF because almost any mod can use it, but it is a bit simple, and I like the idea of exploding machines. Immersive Engineering is a great mod IMO, because every machine isn't just a magic grey-white box that can fit in a single space, and the wires look really cool. But it uses RF, so it's still not that complex. I think somebody needs to start making a power system that can hopefully become as widespread as RF. Maybe even be compatible with it (converter/transformer?) but by the way that the new power system work work, I don't really think that's possible...

Anyways, the idea of power systems doesn't bother me. Managing a power grid seems like it could add an interesting complexity to the game, with external batteries and transformers and such, rather than just making glowing red pipes between a few machines, which I what I do now.
 
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epidemia78

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Its just the next logical step after a powered furnace. But people wanted more things to use power on than just cooking things.

A better question would be why not.
Back in the day the 2 main power systems where Ic2 EU and MJ (rfs predecessor). Back then management of power was the game, the machines where merely a reward and a way of signaling success, that you had figured out the quirks and nuance of your chosen power system.
But after a while a mainstream crowd of players started focusing on the perks rather then the power leading to power feeling like a superfluous barrier to their ore doubling and auto mining. This is probably why this "why bother" with a power systems mentality has appeared. There's a lot of players who don't care about challenging power management and some modders then facilitated them.


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Pfft people dislike IC2 because its tedious, ugly and not very useful.
 

epidemia78

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You can't use it doesn't means it sucks.

Dont even go there bro. Its not like I cant wrap my head around IC2's "complexity", its just that I find it boring. I do great technical builds, better than you ever could.

kLLtKoe.png


uFl4leZ.jpg



So there.
 
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epidemia78

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I meant that if you couldn't find any better use to IC² than "a faster furnace", you definitively missed something.
Also, don't get mad.

Now, you sure make good-looking builds. No doubt about that. But I don't see IC² in these screenshots. You won't fool me with that lovely old IC² textured block. Also, that assembly table is small. I hope you have a secret bigger one.... (lazer setup)
Anyways, it sure looks very nice. (Because I haven't used IE or AE2 yet)

Finally, you find IC² boring where I find TE and Mekanism boring. Any arguing would be pointless I suppose...


Can we agree that Magneticraft is better than either?
 

Azzanine

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Pfft people dislike IC2 because its tedious, ugly and not very useful.
True, and these days its not even that nuanced. The devs at some point caved in to the "no explosion" carebears. Then again I don't really blame any party for that.

Then again I treat IC2 like that 90 year old grandfather that is getting on in his time. You have fond memories of when you where in your single digits but spending time now is unpleasant and probably a bit depressing.

Ic2 is just old.


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jordsta95

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I think one of the main issues to power systems being so easy is the community got lazy, whether that is on the part of the mod dev or the player (though its mostly the player).
RF sprang from MJ after people used thermal expansion, and liked what it gave. TE then created RF and people went over to using it. However, RF was simple compared to MJ, and EU, which came before it, and RF would convert to MJ. So people stopped using MJ/EU generators and used RF generators and converted RF to the desired power type.
So after people got used to using RF, more mods added RF generators, and the more they were made, the more powerful they became. And the more powerful they became the easier the recipes became, as to make sure people chose their mods are chosen over the next.

But when we say power systems are easy nowadays really, we only think RF is easy. PneumaticCraft's pressure system, IC3's EU, Factorization's Charge, etc. These are power systems, and they do take some time/effort. Whereas RF power systems are just something you need to have before your machines work... doesn't mean it's a challenge to get the power you need.
 

GreenZombie

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Dont even go there bro. Its not like I cant wrap my head around IC2's "complexity", its just that I find it boring. I do great technical builds, better than you ever could.

kLLtKoe.png


uFl4leZ.jpg



So there.

Given this, I do not understand your objection to IC2.

Personally, my build incorporates TE, EIO and IC2. I avoid ExU almost entirely as its too much trouble to try and mentally separate which items are downright silly, and which are merely silly by association.
IC2's "silly" recipes and deep crafting tree is easilly ... mitigated by automating it with AE2, and actually the fact that the recipes take many minutes to craft makes the AE2 crafting system more interesting, as there is a real point to building the crafting computer components to parallelize builds and even a single item craft can exceed the capacity of a 4KB crafting unit.
 
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KingTriaxx

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Last time I really used IC2 was back in Ultimate. GT was installed. Which really messed with the standard progression. It wasn't bad. Looking back, I can say that it wasn't a bad thing. That said at the time, what I ended up doing was going outside the chain, to Thermal Expansion to get my ore duplication.

It wasn't a power issue, because I was generating the power with an IC2 solar panel plugged into a Forestry Electric Engine.

I like what Reika's done, by making a mod that needs you to understand at least the basics of something, and it's not something that's an easy conversion from another mod. (Rotary Dynamo and Flux Spinny thing not withstanding.) Electricraft converts that into a more familiar seeming energy, but that's a direct add-on, so it doesn't really count.
 

epidemia78

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Given this, I do not understand your objection to IC2.

Personally, my build incorporates TE, EIO and IC2. I avoid ExU almost entirely as its too much trouble to try and mentally separate which items are downright silly, and which are merely silly by association.
IC2's "silly" recipes and deep crafting tree is easilly ... mitigated by automating it with AE2, and actually the fact that the recipes take many minutes to craft makes the AE2 crafting system more interesting, as there is a real point to building the crafting computer components to parallelize builds and even a single item craft can exceed the capacity of a 4KB crafting unit.

Yeah, sometimes I wish I liked bees too, since people make them look like so much fun to automate. But I really dont. Years I played with IC2 and Forestry installed and could never find anything about them worth having. I have fond memories of my first modded world with its magmatic engines, diamond pipes and overclocked macerator but things have changed and theres no putting the genie back in the bottle.
 

Pyure

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The main reason I ever got into modded minecraft in the first place was when I was tinkering with redstone in vanilla. It seemed pretty cool at the time, and I could accomplish all kinds of shenanigans, but it irritated me that I was able to run all this industry for "free".

I only had a peripheral idea that modded minecraft even existed at the time, but after listening to me complain for a while someone pointed me to FTB, and buildcraft immediately revolutionized my gaming experience. Now I could run a proper industry where the energy has to come from somewhere.

Power systems saved minecraft for me.
 

Pyure

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No, it's still IC2 Experimental. But it has been experimented with so much that you take what IC2 Exp. is now, and IC2 (before it started to become more greg-tech like) then it is nothing alike
See:
and
If your primary point is that IC2e is a dumb name, I'm inclined to agree. Its no more "experimental" than any mod under development or reversioning.