The Perfect Energy System

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Democretes

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Jul 29, 2019
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What about the XYcraft power system?
Totally untested by the masses, but it looks quite intuitive to set up and use.​
Dont suppose anyone with experience would like to enlighten this thread?

I've seen some of it in a few DW20 videos. Basic mechanics are shown in DireWolf Season 4 SMP Finale and to be frank, it looks really good. I'd like to have a base that has lasers firing all around the ceiling.
 

CrissHill

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Jul 29, 2019
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I'm surprised nobody's ditched cables entirely and suggested something wireless or a method of transfer that doesn't involve wires.


What about a wireless energy system that draws ultimate amount of energy from thin air!? *gasp* Almost... almost like there would be no energy system at all! Oh, joy!
 

Loufmier

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Jul 29, 2019
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Go start your own "I HATE IC2 CUZ GREG TOLD ME TO" thread if you want to rant about unrelated things.
i find it really weird that Greg would hate main energy in his mod(in fact i`d say he hates MJ), although, you phrase " i hate ic2 cuz greg made me too" is possible and quite logical.
 

CrissHill

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Jul 29, 2019
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Once again: What do gameplay exploits have to do with resource optimization?

This is a thread about good traits for an energy system. Go start your own "I HATE IC2 CUZ GREG TOLD ME TO" thread if you want to rant about unrelated things.


I really find it weird how YOUR mind works. If you find something that you disagree with - blame Greg...
 

Eyamaz

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Jul 29, 2019
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Ultimately, blutricity is my favorite energy system for doing things kinda like RL power in a minecrafty sort of way. I was an Electronic Engineering major when I went to college so I've always liked eloraam's concept of power gen.

Now, as a coder standpoint, it would take a massive amount work and some fancy openCL to even touch on the basics of electrical physics involved in RL power. Not to mention the cluster .... it would induce if you created an api for other modders to utilize it.

No, RL energy can stay in RL for me.
 

SpitefulFox

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Jul 29, 2019
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Thaumcraft 2's energy system was pretty cool. Coming up with creative ways to transport and store the vis while filtering out taint was fun. Pretty nice example of a "wireless" energy system and a way of adding challenge by having drawbacks to inefficient systems. :)

i find it really weird that Greg would hate main energy in his mod(in fact i`d say he hates MJ), although, you phrase " i hate ic2 cuz greg made me too" is possible and quite logical.

Oh, I have no idea what Greg thinks of IC2. I was just responding to that fellow's random non-sequitur about how much he hates IC2 and how Greg supposedly says it's bad. There's enough threads out there for bashing mods or changes we don't like.
 

Chrissy

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Jul 29, 2019
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Thanks to power bridges you can use whatever the hell gind of machine you want to generate and swap over to your preferred power, Want a fusion reactor but want to use IC2 machines? Not a problem[DOUBLEPOST=1378069002][/DOUBLEPOST]
Thaumcraft 2's energy system was pretty cool. Coming up with creative ways to transport and store the vis while filtering out taint was fun. Pretty nice example of a "wireless" energy system and a way of adding challenge by having drawbacks to inefficient systems. :)



Oh, I have no idea what Greg thinks of IC2. I was just responding to that fellow's random non-sequitur about how much he hates IC2 and how Greg supposedly says it's bad. There's enough threads out there for bashing mods or changes we don't like.


I had a hell of a time cleaning up flux "Pollution" some idiots were making with a triple meat treat factory
 

Harvest88

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Jul 29, 2019
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However MFR isn't updated to 1.6.2 build so I think Powerconvertors isn't ether, Let me know if any power conversion mod is really is or if Powerconvertors is updated but not the MFR. I'm guessing no due to the e net changes.
 

SpitefulFox

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Jul 29, 2019
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I had a hell of a time cleaning up flux "Pollution" some idiots were making with a triple meat treat factory

Yeah, only issue I see is with flux and taint is how all it takes is one griefer/idiot to ruin the world for anyone else. Fortunately, flux isn't as bad as taint was. I hope the new taint mechanics in 3.1 won't be too bad. It'd be nice if people's industrial accidents only affected their own homes.
 

Chrissy

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Jul 29, 2019
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However MFR isn't updated to 1.6.2 build so I think Powerconvertors isn't ether, Let me know if any power conversion mod is really is or if Powerconvertors is updated but not the MFR. I'm guessing no due to the e net changes.

Doesn't matter until FTB shifts to 1.6, That will be a while...

It's not updated because powercrystals seems to have vanished on us
 

SpitefulFox

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Jul 29, 2019
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He could just be waiting for the IC2 e-net changes to finalize. Could be difficult to update when IC2 is in the middle of overhauling its API, considering that both MFR and PowerConverters use EUs.
 

Harvest88

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Jul 29, 2019
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Doesn't matter until FTB shifts to 1.6, That will be a while...

It's not updated because powercrystals seems to have vanished on us
Or dealing with RL but at least Transformers will be kicking in sooner or later so at least we have that to play with sooner or later.
 

Chrissy

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Jul 29, 2019
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Yeah, only issue I see is with flux and taint is how all it takes is one griefer/idiot to ruin the world for anyone else. Fortunately, flux isn't as bad as taint was. I hope the new taint mechanics in 3.1 won't be too bad. It'd be nice if people's industrial accidents only affected their own homes.


I kinda like the idea of having areas being contaminated and able to be cleaned up with some degree of dificulty, i mean lighting up nukes makes radiation for a really short time, And that's only if you actually get caught in the explosion, I mean, Wires explode, Machines explode, But there arent any lasting conssequences of being an idiot
 

CyanideX

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Jul 29, 2019
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Yup. Lack of documentation is what keeps me away from UE. Same goes for Electrodynamics. Nothing infuriates me more than a mod that expects me to try it out without even knowing what's in it.
That's what experimentation is for!

Trust me when I say, lack of documentation is not something we had in mind at all. In fact, I started the website (in all it's horrendous flash glory) to ensure that players had some form of accessible documentation. I understand how it feels to look at a mod and have no idea where to start and that is what I was hoping to avoid.

At some point, we even started a basic wiki... but when I have to work two jobs to take care of my family, not only is it hard to find time to plan out a detailed road map for EDX, it's also hard to write up documentation and present it logically on a social media platform.

I'd like to say that we have arrived at a point where our team has all of the details laid out; we've connected all the dots and have a clear and logical path to follow for each of our future releases. Now it's a matter of putting the pieces into place.

We have big plans for Electrodynamics. We don't want to disappoint. Documentation will follow.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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As the developer of RotaryCraft, a mod which aims to be as realistic as reasonably possible, I just want to weigh in on the topic of feasibility of realistic power systems.
I agree with KingLemming that if you were to simulate everything, such a design would be rather intensive computationally - especially electrical power. Not to mention that such a system would be insanely difficult for most users to understand. Example: My engines all have a fixed torque and rotational speed. Real engines, however, especially electric ones, have what is known as a torque-speed curve - different torque requirements will allow for different rotational velocities. Combine that with "feedback" from an electrical engine into its power system ("back EMF" for those interested), and with all the other variables, and you will need an engineering degree just to play the mod.

However, what you can do is emulate reality, which is exactly what I do. Do the research and calculations beforehand, and then simply hardcode the values, rather than using some partial differentials or otherwise intensive (and difficult-to-translate-into-code) mathematics.
Case in point: With my power system, the only math is a basic multiplication/division; power = speed*torque. A gearbox, say 2:1, will halve the speed and double the torque (thus keeping power constant). These are trivial for a computer to do, and compared to the massive - and inefficient - chunk of code running vanilla minecraft, hardly even worth considering.
Indeed, my most intensive calculations are used for "bonus feature" type things, like calculating material stresses to test shaft failure, or running convective heat loss calculations, and even those are usually just more complex, but nonetheless algebraic, formulae.
Perhaps amusingly, my most convoluted formulae are things like damage calculations from projectiles, and these run once (per impact), so are less of a load than a per-tick power calculation.

If you really want, you can even eschew direct formulae entirely and use lookups to emulate those too (much like cheaper calculators will do with trigonometry), but that would be tedious to code and seemingly of minimal benefit.

On a side note:
I have seen more than one person here comment that RotaryCraft's power system is, in the words of one person, "insanely complex". Really? Is the mechanic I outlined above really all that much harder than EU, for example, which come in three sizes and different rates, which I do not fully understand?
Then again, this may be a question of experience; I am an engineer myself, but I work with more "physical/mechanical" type things (Aerospace), which is exactly where RotaryCraft draws from...

Side note 2:
I kinda like the idea of having areas being contaminated and able to be cleaned up with some degree of dificulty, i mean lighting up nukes makes radiation for a really short time, And that's only if you actually get caught in the explosion, I mean, Wires explode, Machines explode, But there arent any lasting conssequences of being an idiot
I am working on a realistic Nuclear Reactor mod - primarily intended to serve as the interface between IC2 and RotaryCraft, as that is otherwise nonexistent.
In that realism will be failure. If you fail to cool it down, or pull a Chernobyl and retract all the control rods, it will melt down, causing a possible reactor containment breach by way of hydrogen explosion and thus spewing radioactivity (as an ambient effect rooted to the location) over a large area. In the interest of gameplay, I do intend to either make it decay or be able to be cleaned up, however.
 

Antice

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Jul 29, 2019
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As the developer of RotaryCraft, a mod which aims to be as realistic as reasonably possible, I just want to weigh in on the topic of feasibility of realistic power systems.
I agree with KingLemming that if you were to simulate everything, such a design would be rather intensive computationally - especially electrical power. Not to mention that such a system would be insanely difficult for most users to understand. Example: My engines all have a fixed torque and rotational speed. Real engines, however, especially electric ones, have what is known as a torque-speed curve - different torque requirements will allow for different rotational velocities. Combine that with "feedback" from an electrical engine into its power system ("back EMF" for those interested), and with all the other variables, and you will need an engineering degree just to play the mod.

However, what you can do is emulate reality, which is exactly what I do. Do the research and calculations beforehand, and then simply hardcode the values, rather than using some partial differentials or otherwise intensive (and difficult-to-translate-into-code) mathematics.
Case in point: With my power system, the only math is a basic multiplication/division; power = speed*torque. A gearbox, say 2:1, will halve the speed and double the torque (thus keeping power constant). These are trivial for a computer to do, and compared to the massive - and inefficient - chunk of code running vanilla minecraft, hardly even worth considering.
Indeed, my most intensive calculations are used for "bonus feature" type things, like calculating material stresses to test shaft failure, or running convective heat loss calculations, and even those are usually just more complex, but nonetheless algebraic, formulae.
Perhaps amusingly, my most convoluted formulae are things like damage calculations from projectiles, and these run once (per impact), so are less of a load than a per-tick power calculation.

If you really want, you can even eschew direct formulae entirely and use lookups to emulate those too (much like cheaper calculators will do with trigonometry), but that would be tedious to code and seemingly of minimal benefit.

On a side note:
I have seen more than one person here comment that RotaryCraft's power system is, in the words of one person, "insanely complex". Really? Is the mechanic I outlined above really all that much harder than EU, for example, which come in three sizes and different rates, which I do not fully understand?
Then again, this may be a question of experience; I am an engineer myself, but I work with more "physical/mechanical" type things (Aerospace), which is exactly where RotaryCraft draws from...

Side note 2:

I am working on a realistic Nuclear Reactor mod - primarily intended to serve as the interface between IC2 and RotaryCraft, as that is otherwise nonexistent.
In that realism will be failure. If you fail to cool it down, or pull a Chernobyl and retract all the control rods, it will melt down, causing a possible reactor containment breach by way of hydrogen explosion and thus spewing radioactivity (as an ambient effect rooted to the location) over a large area. In the interest of gameplay, I do intend to either make it decay or be able to be cleaned up, however.


interesting... i now feel like i just have to include rotarycraft in an ftb unleashed instance to test it out properly. i would love for a more realistic powersystem than IC2 and buildcraft.

I also agree on the point about emulation. going full tilt simulation would not add anything to the game, emulated realism would be much easier to handle for the average player, since results would be much more consistent across multiple scenarios.

edit: oh yeah. i went to your mc forum thread. is the 1.5.1 version the current stable one?
 
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King Lemming

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Jul 29, 2019
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Case in point: With my power system, the only math is a basic multiplication/division; power = speed*torque. A gearbox, say 2:1, will halve the speed and double the torque (thus keeping power constant). These are trivial for a computer to do, and compared to the massive - and inefficient - chunk of code running vanilla minecraft, hardly even worth considering.
I agree completely that Minecraft's underlying code is extremely inefficient. I'll also agree that a single multiplication operation is a very trivial thing for a computer to do. The problem is that Minecraft is single threaded, and you don't have a single operation, you may have thousands of them. In such a case, that multiplication is not helping matters.

Is it going to be a hotspot? Probably not.

Indeed, my most intensive calculations are used for "bonus feature" type things, like calculating material stresses to test shaft failure, or running convective heat loss calculations, and even those are usually just more complex, but nonetheless algebraic, formulae.
This, however, I do have to wonder about. Just because a formula is algebraic does not mean it is computationally trivial. If you have even a single division operation running in there (on a per-tick basis), it's horrendous.

I do like your mod, BTW. Just pointing out that lag in Minecraft is really death by 1000 cuts - as poorly coded as the base game is, it generally does not lag. After mods, well...
 

Eyamaz

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Jul 29, 2019
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I agree completely that Minecraft's underlying code is extremely inefficient. I'll also agree that a single multiplication operation is a very trivial thing for a computer to do. The problem is that Minecraft is single threaded, and you don't have a single operation, you may have thousands of them. In such a case, that multiplication is not helping matters.

Is it going to be a hotspot? Probably not.


This, however, I do have to wonder about. Just because a formula is algebraic does not mean it is computationally trivial. If you have even a single division operation running in there (on a per-tick basis), it's horrendous.

I do like your mod, BTW. Just pointing out that lag in Minecraft is really death by 1000 cuts - as poorly coded as the base game is, it generally does not lag. After mods, well...

I'm personally waiting to see what the 255k lines of code done for the 1.7 snapshot is going to entail. Unless Mojang upgrades their use of lwjgl to a version past 2.6 to take use of the openCL functionality it now provides, minecraft will probably stay single threaded for some time.