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Add in electrical grid changes
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voidsong-dragonfly committed Mar 20, 2024
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"breaker_switch",
"redstone_wiring",
"current_transformer",
"kinetic_dynamo",
"kinetic_generators",
"thermoelectric_generator",
"diesel_generator",
"lightning_rod"
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{
"images": [
{
"type": "image",
"images": [
{
"location": "textures/misc/wiring.png",
"uMin": 0,
"vMin": 0,
"uSize": 110,
"vSize": 40
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"location": "textures/misc/wiring.png",
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"uSize": 110,
"vSize": 30
}
]
}
],
"connector_recipes": {
"type": "crafting",
"recipes": [
[
{
"recipe": "crafting/connector_lv"
},
{
"recipe": "crafting/connector_lv_relay"
},
{
"recipe": "crafting/connector_mv"
},
{
"recipe": "crafting/connector_mv_relay"
},
{
"recipe": "crafting/connector_hv"
},
{
"recipe": "crafting/connector_hv_relay"
}
]
]
},
"feedthrough": {
"type": "multiblock",
"name": "feedthrough"
}
}
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Accumulators
Power 2 Go
<&recipes>§lAccumulators§r serve as energy storage units. You can use the hammer to adjust the configuration of each side, with blue designating an input, orange an output and no colour marking preventing any connection at all. Sneak while using the hammer to configure the side opposite of the one you clicked.
<&recipes>§lAccumulators§r serve as energy storage units. Input and output power is limited to one connector of the voltage of the accumulator per side.

Side configuration can be adjusted with the hammer Blue corresponds to input, orange corresponds to output, and no colour marking preventing any connection at all.

Sneaking while configuring a side will configure the side opposite to the one that was clicked.
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Grid Construction
Basic Wiring
Bzzzt!
Power grids have three important devices: §lconnectors§r as inputs and outputs for the net, §lrelays§r attach multiple wires together, and <link;transformers;Transformers> that convert between different voltages of wire.<br>
To connect two devices, simply use a wire coil on the first device, then use the same coil on the second device. The total transfer rate between two points depends on the weakest type of wire between them.
Expand All @@ -9,5 +9,5 @@ Only the input and output of a wire need be working for the wire to transfer ene
Low and medium voltage wires can be insulated to prevent damage to nearby creatures.<br>
Sneaking when using the "Pick Block" function on a connector will pick the connected wire from your inventory.<br>
Wire connections will break if a block obstructs the wire.<np>
<&connector_recipes>§lConnectors§r serve as in- and outputs to the electrical grid. Accumulators and powered devices connected with them will transfer power through the grid.<br>
<&connector_recipes>§lConnectors§r serve as in- and outputs to the electrical grid. Powered devices connected with them will transfer power through the grid.<br>
Relays will not in- or output power, they serve as hubs for the electrical grid.
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Breaker Switch
Clap on - Clap off
<&manual_breaker>Breaker Switches are simple switches that can stop the flow of power through wires. They connect two wires of the same type and will only allow power to pass when activated. Due to the high risk, these switches will not accept HV wires.<br>
This can be used to separate power-hungry machinery from the network or hook up an additional set of generators when needed.<br>
They will also emit a redstone signal when they are switched on; this behaviour can be inverted by clicking the switch with an Engineer's Screwdriver.<br>
Additionally they are an excellent way to control your <link;lighting;powered lights;electric_lantern>!
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Diesel Generator
Better than volume: More volume.
High-Voltage architecture might be fascinating, but it's not very useful unless you have a generator that can actually create the required output for it.
The Diesel Generator is one of the few ways of generating this sort of energy. It is created as a complex multiblock structure and will run off of <link;refinery;Biodiesel;diesel> or other types of combustible fuel. Due to its high output, it will work through fuel very quickly, so make sure you have a sufficient fuel production to run it.
<&structure>The structure is built from Engineering, Generator and Radiator blocks as well as Fluid Pipes and Scaffolding. Arrange them in the shape shown above and rightclick the central generator with an Engineer's Hammer.
Fuel is to be input at the bottom corners of the generator, whereas energy will be output to up to three connections on the top. The <config;i;machines.dieselGen_output>Flux/t the generator outputs will be split between all connected points. The generator will only run when at least one output can accept energy.
High-Voltage architecture might be fascinating, but an electrical grid is very useful unless there is a generator which can provide it.<br>
The Diesel Generator is the primary method of generating HV power. It will run off of <link;refinery;Biodiesel;diesel> or other heavy fuels, as detailed in the following pages. Due to its high output, it will consume fuel rapidly, so sufficient fuel production is a must.<np>
<&structure>The engine and generator are constructed from radiators, pipes, engineering blocks, and scaffolding as shown above and formed via activating the central generator with an Engineer's Hammer.<br>
Fuel is to be input at the bottom corners of the generator, and energy will be output to up to three plugs on the bar above the generator.<br>
The <config;i;machines.dieselGen_output>Flux/t the generator outputs will be split between all connected plugs. The generator will only run when at least one output can accept energy.<br>
The small terminal on the side will turn off the generator if supplied with a redstone signal, this behavior can be inverted by use of the Engineer's Screwdriver.<br>
The following is a list of fuels the generator can accept and for how long a full bucket will power the generator: <&list>
The following is a list of fuels the generator can accept and for how long a full bucket will power the generator: <&list>

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Kinetic Generators

<&dynamo_recipe>The simplest form of power generation available is not solar or coal, but using natural forces to excite a generator.<br>
The Kinetic Dynamo connects to integrated methods of producing shaft power and produces electrical power based on how fast they turn.<np>
Windmills and waterwheels, detailed in the following pages, are the sources of shaft power the Kinetic Dynamo will accept, and must be assembled after the dynamo for them to connect.<br>
Other sources of shaft power cannot be used with the kinetic dynamo, and will not produce electrical power.<np>
<&windmill_recipes>Windmills are a basic but slow method of generating power. Speed depends on the space in front of it, with its output reducing greatly if the airflow is obscured. Additionally, weather conditions like rain or storms result in stronger winds and higher speeds.<np>
<&sail_recipe>Wind-based power generation can be improved by covering the blades in cloth. Doing so increases the surface area and with it the rotation speed and energy output.
Windmill sails are crafted from <link;industrial_hemp;tough fabric;fabric_recipe> and applied to the windmill by right clicking it.<np>
<&waterwheel_recipes>Waterwheels are constant method of generating shaft power. Due to the higher stresses involved, waterwheels require link;???;steel;steel> in their construction.<br>
Rotational speed is based on the amount of water flowing around the wheel, with more water providing a greater speed.<br>
Up to three water wheels can be placed against each other and provide shaft power from a single shaft.
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Lightning Rod
Thunderstruck!
Lightning is a phenomenon of nature. It contains a huge amount of raw power, and this lightning rod is able to harness that power.
By stacking a lot of steel fences on this multiblock, you increase the chance of a lightning bolt striking it during rain or thunderstorms.
When the steel pole is struck, the huge amounts of energy created are stored in the base of the lightning rod and then slowly distributed to the energy connections at the sides.

You can improve the chances of the Lightning Rod getting struck by creating a "net" of steel fences connected to the topmost fence.
Lightning is a phenomenon of nature. It contains a huge amount of raw power, and this lightning rod is able to harness that power.<br>
Stacking steel fences on the port at the top of the rod increases the changes that lightning hits it during rain or thunder. The chance of a strike can be increased further by widening the rod into a net at its top.<br>
When the steel pole is struck, the huge amounts of energy created are stored in the base of the lightning rod and then slowly distributed to the energy connections at the sides.

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Redstone Wires
Redstone Wiring
Integration Takeover
<&coil>§2Redstone Wires§r are aluminium coated in redstone dust. The resulting cables provide an easy way to transfer redstone signals over long distance without losing any signal strength.<&connector>The §2connectors§r work like any other wire connector in terms of connecting them, however, redstone wiring does not require relays; connectors and relays are the same block.
With the Engineer's Screwdriver, the connectors can be configured between in- and output mode and set to one of 16 coloured frequencies.
<&probe>§2Redstone Probe Connectors§r have a functionality similar to Redstone Comparators, reading inventories for how full they are. Not only that, but they can be configured with a certain §lsignal threshold§r and will only output if that threshold is met - similar to a comparator.
Additionally, these probes can operate on two channels, sending their read signal on one and still receiving signals on another. All these settings are configured by using the Engineer's Screwdriver.

<&coil>§2Redstone Wires§r are aluminium coated in redstone dust. The resulting cables provide an easy way to transfer redstone signals over long distance without losing signal strength.<np>
<&connector>§2Redstone Wire Connectors§r work as both relays and connectors: input and output connectors can have multiple wires connected.<br>
With the Engineer's Screwdriver, the connectors can be configured between in- and output mode and set to one of 16 coloured frequencies.<np>
<&bundled>§2Redstone Interface Connectors§r are designed to be attached to other blocks that can make use of the coloured redstone signals.<br>
The interface connector is inert and does not possess a colour, input- or output-state. Instead, it provides an interface to all 16 colors of the redstone grid.<br>
Blocks such as the <link;item_batcher;Item Batcher> and <link;logic_unit;Logic Unit> use this to output on many signals based on internal thresholds.<np>
<&probe>§2Redstone Probe Connectors§r are a compact device with many functions of the comparator.<br>
Comparator signal levels will be output on the redstone wire connected. Additionally, §lsignal thresholds§r cane be set where the probe will only output if the signal is above the threshold.<br>
Additionally, these probes can operate on two channels, sending their read signal on one and still receiving signals on another. All these settings are configured by using the Engineer's Screwdriver.<br>
Note that many of IE's multiblocks feature comparator-functionality, as described on the following pages. Where available, the redstone control surface of the multiblock is the designated spot to connect a comparator.<np>
§lTank: §rAs detailed in its <link;tank;manual entry>
§lSilo: §rAs detailed in its <link;silo;manual entry>
Expand All @@ -16,8 +20,4 @@ Note that many of IE's multiblocks feature comparator-functionality, as describe
§lExcavator: §rOutputs a signal relative to the remaining ore in the vein.
§lArcFurnace: §rOutputs a signal relative to the fill of the inventory.
Additionally, connecting a comparator to the electrodes at the top will send a signal based on their integrity.
§lMixer: §rOutputs a signal relative to the fill of the inventory.<np>
<&bundled>§2Redstone Interface Connectors§r are designed to be attached to other blocks that can make use of the coloured redstone signals.
The interface connector is innert and does not posses a colour, input- or output-state, but it allows blocks such as the <link;item_batcher;Item Batcher> to interface directly with the wire network.


§lMixer: §rOutputs a signal relative to the fill of the inventory.
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Thermoelectric Generator
Hot and Cold
<&recipe>Thermoelectric Generators are another option of power generation and work without the use of any mechanical parts, instead they use the temperature gradients between two sources.
Placing a hot fluid on one side and a colder fluid on the opposing side generates energy based on the difference between the two temperatures.
<&values>The list below contains other, non-fluid blocks, which can be used as sources of temperature.
<&recipe>Thermoelectric Generators are another kind of power generation, and work without the use of any mechanical parts. These generators use the temperature gradient between two opposing sources to produce power.<np>
Placing a heat source on one side and a colder source on the opposite side generates energy based on the difference between the two temperatures.<br>
Any fluid will work based on its temperature, along with some other blocks.<br>
Temperature gradients are only used across the generator, not across adjacent sides.<np>
<&values>The list below contains non-fluid blocks which can be used as sources of temperature.

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"type": "crafting",
"recipe": "crafting/dynamo"
},
"waterwheel_recipes": {
"type": "crafting",
"recipes": [
[
{
"recipe": "crafting/watermill"
},
{
"recipe": "crafting/waterwheel_segment"
}
]
]
},
"windmill_recipes": {
"type": "crafting",
"recipes": [
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"sail_recipe": {
"type": "crafting",
"recipe": "crafting/windmill_sail"
},
"waterwheel_recipes": {
"type": "crafting",
"recipes": [
[
{
"recipe": "crafting/watermill"
},
{
"recipe": "crafting/waterwheel_segment"
}
]
]
}
}

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