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Energy
Some machines in this mod require energy for operation but they don't use Forge Energy directly, instead they use an internal system based on
Energy ports that are connected via
Energy Wire, just like the Signal and Block Reference system.
The Energy ports are not simply divided into source and sink as modded energy systems typically do, but rather into user and buffer. Where the user requests energy from the buffer as it needs it or it fills energy into the buffer as it produces it. Users are typically machines and don't have any internal energy buffer whereas the buffer is some kind of battery.
Wires don't have a transfer limit for power, transfer rate is controlled by the user device and may be limited by the buffer device (which would typically cause the machine's operation to fail).
The main type of buffer device available is the
Energy Distributor:
It provides 8 Energy buffer ports for energy sources or consumers to connect to.
To provide any storage capacity, a battery item has to be inserted (via right-clicking the front with the item in hand) this can be either the mod-internal Redstone Battery item which provides 2.000.000 internal units of charge per item (stackable: 128M for full stack) which equates to 20.000RF (default config. settings). Alternatively you can insert any Forge energy compatible storage item however the maximum transfer rate may be limited by the item.
You can power your machines with regular Forge Energy by feeding it into the back side of the Energy Distributor from any modded generator or power cable. It will get converted into internal charge units filling the inserted battery.
If you have the Open Computers mod installed you can also use the
Signal IO Controller as energy buffer device:
It has 4 Energy Buffer ports on its back side that provide access to the energy stored inside the connected Open Computers network with a default conversion rate of 1.0 OC-charge = 1000 Redstone Control charge.
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Solar Cell: Generates 100 RC-charge per tick (= 1 RF/t) under full daylight. This may be sufficient for low power devices like Item Translocator or over-clocked Redstone Processors but not for Block Breakers and such if you want to run them at any reasonable speed (better use RF generators).
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Redstone Processor: Normally they don't require power unless you need to over-clock them because the natural Redstone strength of its components wouldn't support a high enough tick-rate. The charge consumed per update cycle is then equal to the sum of its base + advancedcomplexity minus the self-regeneration. -
controlled Item Translocator: Consumes 100 charge per operation + 6.25 charge per item transferred(400 per stack). -
controlled Fluid Translocator: Consumes 100 charge per operation + 0.5 charge per mB fluid transferred(500 per bucket). -
controlled Block Breaker: Consumes (2000 charge per operation + 4000 charge * block hardness) * (1 + 8 / ticks since last op). The last term describes a speed penalty that makes power consumption rise with speed squared during fast operation instead of linearly:
For example, mining a stone block every tick consumes(2000 + 4000 * 1.5) * (1 + 8 / 1) = 8000 * 9 = 72000 charge/t(720 RF/t), whereas one stone block every second(= 20 t) consumes8000 * (1 + 8 / 20) = 11200 charge/s = 560 charge/t(5.6 RF/t) being about 6.4 times as efficient. -
controlled Item User: Consumes 1000 charge per operation * (1 + 8 / ticks since last op).
Again similar to above one operation per tick consumes9000 charge/t(90 RF/t) whereas one operation per second consumes1400 charge/s = 70 charge/t(0.7 RF/t).
Note: all values listed assume default configuration settings. If you are running a mod-pack with high energy abundance (extremely powerful reactors or Immersive Engineering / Mekanism) you might want to reduce the energy conversion factor from RF to RC-charge. To better balance the use of controlled Block Breakers as quarry you can also change its speed penalty factor.