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Laibach
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PostSubject: Re: Power System Layout   Mon Feb 13, 2012 12:00 pm

tonyri wrote:
Hey guys. Remember when I was posting those fancy charts a long time ago? This is what I was calculating. Here is my chart.


Energy Sources P-Ratio S-Ratio
Oil .75 1.5
Log .25 .4
Plank .0625 .4
Leaves .03 .75
Sapling .03 .5
Biofuel .7 1.5
Stick .03 .6
P-Ratio = Total Energy Ratio to Coal, S-Ratio = Burning Speed to Coal.

Coal is worth 1000 eu each, and burns at a speed of .625/t. One second is 20 ticks.

Do you think that I have a good idea of burn time and power ratio? I just thought it is funny that you are all trying so hard to redo what I have already figured out. Maybe you would like to change something on here, but I tried my best to make this chart as balanced as possible. I could also add more generators and combustibles to this list, but I would need someone to list for me these things.

P.S. I just realized that Charcoal messes up my ratios because it is a sub-id of coal and we can't have people pulling energy out of nothing. I'll have to adjust the wood based levels to work around this.

P.S.S. I have a feeling that it would just be better to make Charcoal its own ID and give it a separate value. Wood would become to useful if I had coal = charcoal.

its P.P.S., post script script doesn't make sense XD

yeah I guess that seems pretty balanced.
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PostSubject: Re: Power System Layout   Mon Feb 13, 2012 7:20 pm

Energy Chart 1.1

Combustion Fuel
Energy Sources P-Ratio S-Ratio
Oil .75 1.5
Log .25 .4
Plank .0625 .4
Leaves .03 .75
Sapling .03 .5
Biofuel .7 1.5
Stick .03 .6
Charcoal .8 1.0
Hydrogen Cell .8 6.0
Refined Fuel .75 2.5
Ultra Refined Fuel .75 4.0

Notes
•P-Ratio = Total Energy Ratio to Coal, S-Ratio = Burning Speed to Coal.
•Coal is worth 1000 eu each, and burns at a speed of .625/t. One second is 20 ticks.
•Oil will burn in a generator to create energy, but it doesn't create enough eu/s to power a vehicle. When the fuel is refined, it doesn't gain any energy, but it will burn twice as fast. The smallest sub-orbital vehicle engine requires at least 1 eu/t, and unrefined oil only provides .9375 eu/t. Medium sized vehicles such as trains and tanks can run on regular fuel, but things such as jets and planes will need Ultra Refined Fuel. This can be made by putting regular Refined fuel back into a Refinery Machine.
•Nothing on the combustibles chart will burn outside of the atmosphere (due to lack of exess oxygen) unless you also use Oxygen Cells.
•Burning anything in space besides Ultra-Refined Fuel and Hydrogen Cells will use up Oxygen Cells like crazy, thus preventing people from using coal and such as ship fuel (but not making it impossible).
•Oxygen Cells are produced during the production of Hydrogen Cells in an Electrolysis Machine. They are created with a 1oxygen/2hydrogen ratio. They are also burned at the same ratio of one hydrogen cell uses half a cell worth of oxygen.

Electrolysis Machine
This is a machine that creates Hydrogen Cells and Oxygen Cells. The GUI for this machine will have 6 input slots to put stacks of cells, and also an input slot to put a bucket of water, if you wanted to use buckets. You don't need to use buckets however. If the machine has either flowing or still water on any side, this will act as the infinite water source. The water isn't really the important part. It requires 1.25 eu/t to power it, and it must be a constant flow. After the machine receives 2000 energy units, it creates 2 Hydrogen Cells and one Oxygen Cell. This entire process takes 80 seconds, or 1600 ticks, and also uses up 3 empty cells from the slots. There are four slots in the GUI where the Hydrogen Cells are stored, and 2 slots where Oxygen Cells are deposited.
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GLaDOS
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PostSubject: Re: Power System Layout   Mon Feb 13, 2012 8:52 pm

And then we have the Daman200s super fuel which only I can use and which lasts forever.




BTW buggy, is that ship from Kerbal Space Program?
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PostSubject: Re: Power System Layout   Tue Feb 14, 2012 11:28 pm

daman200 wrote:
And then we have the Daman200s super fuel which only I can use and which lasts forever.




BTW buggy, is that ship from Kerbal Space Program?
Nope, Blockade Runner.
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PostSubject: Re: Power System Layout   Tue Feb 14, 2012 11:37 pm

You bought the full version?
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PostSubject: Re: Power System Layout   Wed Feb 15, 2012 3:38 am

daman200 wrote:
You bought the full version?

Darentus child.
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PostSubject: Re: Power System Layout   Wed Feb 15, 2012 12:34 pm

tonyri, your work is good. The only problem is that my system uses integers. So what you should do is relabel everything as KiloEu's and don't go below 3 decimal places.
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PostSubject: Re: Power System Layout   Wed Feb 15, 2012 6:49 pm

I thought is was kyevs?
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PostSubject: Re: Power System Layout   Wed Feb 15, 2012 7:40 pm

Danice123 wrote:
tonyri, your work is good. The only problem is that my system uses integers. So what you should do is relabel everything as KiloEu's and don't go below 3 decimal places.
I'm not quite clear on this. How do you want me to compress or simplify this data?
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PostSubject: Re: Power System Layout   Wed Feb 15, 2012 7:45 pm

Never mind actually. I can do it myself when I program it into the system. It's just a small technicality
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PostSubject: Re: Power System Layout   Wed Feb 15, 2012 8:05 pm

Danice123 wrote:
Never mind actually. I can do it myself when I program it into the system. It's just a small technicality
Do we have a list of machines that will probably be in the game so that I can make a power chart for them?
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 4:21 am

Nuclear Fusion instead of fission ,it runs on heavy hydrogen that you obtain from water. Thermal Generation, like ic2 using lava for power.

Life Support:
Recycles air.Supports limited number of crew, the more people the more power needed.

Suggestion: Players use air blocks every x number of min, hours what every you want. To counter suffocation life support creates air blocks.( Only applies in space of course)


Last edited by xanex21 on Thu Mar 01, 2012 5:00 pm; edited 1 time in total
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 4:38 am

There's going to be a large variety of machines, and more importantly, there's going to be a huge number of possible permutations of them. Power consumption will be a primary variable for most of them. I don't think it will be that simple to just make a chart.
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 2:31 pm

Frost is right. A interesting point comes up though, will machines draw energy from the network even if they are not running? (aka IC's system)
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 5:33 pm

What do you mean by permutations? That doesn't really make sense for a machine. If you want more power, you just build more machines. You can't really mix them either because they would have no use.
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 6:27 pm

tonyri wrote:
What do you mean by permutations? That doesn't really make sense for a machine. If you want more power, you just build more machines. You can't really mix them either because they would have no use.

DO NOT QUESTION THE SUPREME DEVOLPRATOR!

Why is it bad to say permutations? It sounds like he just meant different versions of each class, or something
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 6:34 pm

CoalMiningAlchemist wrote:
tonyri wrote:
What do you mean by permutations? That doesn't really make sense for a machine. If you want more power, you just build more machines. You can't really mix them either because they would have no use.

DO NOT QUESTION THE SUPREME DEVOLPRATOR!

Why is it bad to say permutations? It sounds like he just meant different versions of each class, or something
Yes but what does that mean? How is a furnace going to be any more or less than a furnace? If I say that a furnace uses .75eu/t, what does that mean to these different variations that you are talking about?
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 7:04 pm

Well in Futurecraft, you will assemble that furnace out of various pieces. Some of those pieces might make it more or less power efficient. Others might improve its cook duration. Another might give it an additional cooking slot. We don't have any specific plans for what to do with this system, but most of the mechanisms in the game will be upgradable and customizable with this system.
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 7:18 pm

fr0stbyte124 wrote:
Well in Futurecraft, you will assemble that furnace out of various pieces. Some of those pieces might make it more or less power efficient. Others might improve its cook duration. Another might give it an additional cooking slot. We don't have any specific plans for what to do with this system, but most of the mechanisms in the game will be upgradable and customizable with this system.
Sounds complex. We could make a ratio chart for each normal machine and then make another ratio chart for each piece, with each possible add-on having a multiplier for one or more variables. Maybe a normal electric furnace will use .75eu/t, and maybe if you use tungsten instead of copper for the heating element, it would use 1eu/t and all cooking times would be .75 of the original time. Maybe. Is this what you mean? You might have noticed that I like ratios.
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PostSubject: Re: Power System Layout   Thu Feb 16, 2012 7:58 pm

tonyri, ratios are easy to code so keep it up haha. Those are good ideas tho.
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PostSubject: Re: Power System Layout   Thu Mar 01, 2012 5:04 pm

fr0stbyte124 wrote:
Well in Futurecraft, you will assemble that furnace out of various pieces. Some of those pieces might make it more or less power efficient. Others might improve its cook duration. Another might give it an additional cooking slot. We don't have any specific plans for what to do with this system, but most of the mechanisms in the game will be upgradable and customizable with this system.

Could you provide an example of building a furnace and its variations.
I'm thinking " Furnace 2+" for example where the 2+ denotes something, like the laser mod, check it out.
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PostSubject: Re: Power System Layout   Sat Mar 03, 2012 3:57 pm

I'm going to need to know what other machines and engines we will be using for the mod so that I can set values. If someone can start posting different engines and parts, I can try and see what the values would be.
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PostSubject: Re: Power System Layout   Sat Mar 03, 2012 3:59 pm

tonyri wrote:
I'm going to need to know what other machines and engines we will be using for the mod so that I can set values. If someone can start posting different engines and parts, I can try and see what the values would be.

Shipyard Core, would take power.
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PostSubject: Re: Power System Layout   Sat Mar 03, 2012 4:51 pm

Keon wrote:
tonyri wrote:
I'm going to need to know what other machines and engines we will be using for the mod so that I can set values. If someone can start posting different engines and parts, I can try and see what the values would be.

Shipyard Core, would take power.
What would this do?
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PostSubject: Re: Power System Layout   Sat Mar 03, 2012 5:30 pm

tonyri wrote:
Keon wrote:
tonyri wrote:
I'm going to need to know what other machines and engines we will be using for the mod so that I can set values. If someone can start posting different engines and parts, I can try and see what the values would be.

Shipyard Core, would take power.
What would this do?

It would build ships from schematic files, using resources provided in a chest.
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