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Document Electric Machines (#3995)
Co-authored-by: Jurre Groenendijk <jurre@jilles.com>
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# Cables and Transformers
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EU needs to move from generators to storage to machines. EU travels through Wires and Cables.
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Every wire or cable has several properties:
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* Toggled connections. A cable is placed in world as a block and can be connected separately in all six directions. Cables
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are not directional in how they allow power to flow. Cable connections can be added or removed using Wire Cutters, and
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Wire Cutters are also the tool used to break and retrieve cable blocks.
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* Maximum Voltage. Every cable has a maximum voltage of energy it can carry. Sending EU of too high a voltage down a
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cable will cause the cable to catch fire and be destroyed.
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* If a cable attempts to carry an amp of too high a voltage, the cable will *reduce the carried voltage to its own
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safe limit* before being destroyed. This means that, if a high-voltage generator is inadvertently connected to a low-
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voltage cable, the cable will act as a sacrificial fuse and be destroyed, but the lower-voltage machines further down
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the line will be protected and not explode. As such, it is generally much less safe to directly power machines using
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cables that carry a higher voltage tier than the machine.
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* Maximum Amperage. Similar to Voltage, every cable has a maximum Amperage it can safely carry. However, sending too many
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Amps down a cable will not cause an instant failure. Instead, over-amping a cable will cause it to very briefly heat up.
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If the cable heats up too much, its Insulation layer will burn off, and if it continues heating, it will eventually
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catch fire and be destroyed.
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* Wires can be combined into 2x, 4x, 8x, or 16x Wires. Combined wires combine their maximum amperage, allowing more
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Amps to be carried through a single block space.
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* To ensure amperage safety, it is generally recommended to never run cables that can carry fewer Amps than the
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[Generators](./Generators.md) or [Battery Buffers](./Energy-Storage.md#battery-buffers) connected to them them can supply.
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(1A per singleblock generator, [Dynamo Hatch] Amps per Multiblock generator, [Battery slots] amps per Battery Buffer.)
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This is important to note as machines will often *accept* more than 1 Amp of power, and thus it's generally simpler to
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control for energy supply than energy demand.
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* Voltage Loss per Block. Power transfer is not free. For every cable block that an Amp of electricity travels down, one
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or more Volts are lost from it. This effect is much more pronounced at low voltages or when using inferior cable materials,
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and especially when using uninsulated wires. For an example of this, see [below](./Cables-and-Transformers.md#an-example-of-voltage-loss-and-transformer-usage).
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* Voltage Loss can be compensated for by using [Battery Buffers](./Energy-Storage.md), Diodes, or Transformers.
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While these do not eliminate voltage loss, they can mitigate its effects on machines.
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* Insulation. Wires should never be used without first being covered in insulation and converted to Cables. Cables have
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significantly reduced Voltage Drop than uninsulated wires. Furthermore, touching an uninsulated wire that has carried
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energy during the last tick will inflict a significant amount of damage, easily lethal at high voltages.
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* Higher-thickness cables are made by applying insulation to higher-thickness wires.
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* Cable insulation is made out of Rubber. LV cables can be insulated by crafting them together with Rubber Sheets,
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however higher tier cables require an Assembler and Liquid Rubber.
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* Liquid Rubber can eventually be replaced with Silicone Rubber or Styrene-Butadiene Rubber (and high tier
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components require this).
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* EV cables and above also require Thin Polyvinyl Chloride Sheets, and higher tier cables require further sheets.
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* Certain wires are marked as Superconductors. These wires do not require insulation, are safe to touch, and have
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0 voltage drop per block. However, they are all made out of alloys that are much more complex than the simple wires
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and cables that are generally used for power transmission.
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* Insulation can be removed from wires using the Packer. This can be used to retire older cables and reclaim the
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wires used.
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## Diodes
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Diodes are blocks used to help manage power transmission.
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* Energy can enter a Diode from any of five sides, but can only exit the Diode from its output side.
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* Diodes limit the energy flowing through them. By default, a Diode will emit 1 Amp of its voltage, but right-clicking
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with a Soft Mallet will cycle its output through 2, 4, 8, and 16 Amps. Diodes will accept Amps equal to their output.
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* Diodes do not store large amounts of power. They have the same 64-tick buffer as any other machines of their tier.
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* Diodes can be placed in the walls of **Cleanrooms**. This is the means by which EU can be sent into a Cleanroom to power
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the machines inside.
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Diodes are much cheaper than Battery Buffers, and while they do not act as bulk energy storage, they can be used to merge
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several small cables into one large cable, or to tap small cables off of a large cable, and ensure that the resulting
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cables are never sent more Amps than they can carry. Also, because they are blocks which absorb and emit power rather than
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simply transmitting it, every Amp that is emitted by a Diode *will* be on-Voltage, thus allowing Diodes to compensate for
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voltage loss, by (as necessary) merging together multiple reduced-voltage amps into a few full-voltage amps.
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## Transformers
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Transformers allow for shifting voltages up and down. A Transformer can convert 1 Amp of a voltage one tier above its own
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into 4 Amps of its own voltage tier, or vice-versa. (For example, an LV Transformer will accept 1A MV and emit 4A LV, or
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accept 4A LV to emit 1A MV.) A Soft Mallet will switch the Transformer's mode from Down to Up.
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Transformers come in three further variants: 2x High-Amp (converting 2A into 8A), 4x High-Amp (converting 4A into 16A),
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and Power Transformer (converting 16A into 64A).
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Transformers are useful for powering a large array of low-voltage machines using a small number of high-voltage generators.
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As generators are quite expensive to build, powering many parallel machines with only a few generators can save significantly
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on resources and space.
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Transformers are also useful to help mitigate Voltage Loss from cables. Higher voltage cables do not always have lower
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voltage loss per block, however voltage loss per block per Amp is *subtractive*, not *multiplicative*. As such, transmitting
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a small number of high-voltage Amps a long distance results in far less energy loss than transporting a large number of
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low voltage Amps that distance. (And furthermore, carrying more Amps requires thicker and more expensive Cables.)
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### An Example of Voltage Loss and Transformer Usage
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For an example of this last point, take following simple case: 16A LV, traveling 20 blocks down a 16x Tin Cable.
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A 16x Tin Cable can carry 16 Amps at LV, and suffers 1V loss per block per amp. By the end of the 20 block travel, the
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32V x 16A that entered the cable has been reduced to 12V x 16A, losing 68.75% of its power and greatly reducing its
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ability to reliably power machines (as at that point any machine that requires more than 12EU/t to run will *need* to
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consume an entire second Amp), likely limiting the cable to powering only 8 machines.
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For contrast, take if that 16A LV was first Transformed up to MV and sent down the same 20 blocks of 4x Annealed Copper Cable.
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A 4x Annealed Copper Cable can carry 4A at MV, and suffers 1V loss per block per amp. By the end of the 20 block travel,
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the 128V x 4A that entered the cable has been reduced to 108V x 4A, losing only 15.6% of its power, and the resulting
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4x Hi-Amp LV Transformer on the destination end is able to emit that as 13.5A LV (Amps must be whole numbers so it will
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alternate between 13A and 14A), and thus easily power at least 13 machines running at full speed.
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## Active Transformers
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The Active Transformer is an LuV-tier multiblock machine. An Active Transformer can accept up to **13** Energy, Dynamo,
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or Laser Hatches, of any voltage tiers, and it will transform all of its input feeds to power all of its output feeds.
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Active Transformers are commonly paired with [Power Substations](./Energy-Storage.md#power-substation) to take the
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Substation's very high output amperages, and appropriately deliver them to machine arrays.
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### Laser Hatches and Laser Pipes
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Power Substations and Active Transformers can use Laser Source Hatches and Laser Target Hatches as an extremely high-Amp
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alternative to traditional power delivery. Laser Hatches become available starting at IV, and can emit or receive from
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256A to 4096A power.
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Laser Pipes carry energy from Source Hatches to Target Hatches. They are quite cheap for their power but have several
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important characteristics:
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* Laser Pipes have no Max Voltage, Max Amperage, Voltage Loss, or Insulation. They carry energy at whatever Voltage and
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Amperage they are fed from their Source hatch.
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* Laser Pipes must be connected in a **straight line**. Laser Pipes are not allowed to have any bends in them, or they
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will not transfer power.
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* As a consequence of this, Laser Pipes can only act as 1-to-1 connections between a single Source and Target Hatch.
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# Electric Energy Storage
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[Generators](./Generators.md) are expensive machines. While it is possible to build a generator to power every machine,
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it's much less expensive to build a small number of generators, and a means to store the generated EU, allowing a small
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number of generators to power a large array of machines. This becomes especially applicable in EV and beyond, where
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singleblock generators are no longer available.
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GregTech Modern contains three primary forms of energy storage: Batteries, Battery Buffers, and the Power Substation.
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## Batteries
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Available at the beginnings of LV and present at all energy tiers, a Battery is an item which stores EU. Batteries are
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generally made in the Canner, out of a Battery Hull and some amount of acceptable Dust (initially Lithium, Cadmium, or
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Sodium). Higher-tier batteries (HV and beyond) also include the Energy Crystal, Lapotron Crystal, and the various
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Lapotron Orb derivatives. These Crystal batteries are made using Autoclaves and Assemblers, and are more expensive than
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traditional batteries, but have much higher power capacities.
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Batteries can be used in four ways:
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* Batteries can be placed in singleblock [Electric Machines](./Machines.md#singleblock-machines). All singleblock machines
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have a dedicated Battery slot, marked with a lightning bolt. A Battery placed in this slot will:
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* Charge from the machine's energy buffer, if the machine's buffer is above 2/3s full
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* Discharge to feed the machine's buffer, if the buffer is below 1/3 full
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* Batteries carried in a player's inventory will use their held charge to recharge electric tools or Armor that the player
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is holding or wearing, at a rate of 1 Amp per tick. This behavior can be (de)activated by shift-right-clicking while
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holding the battery.
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* Batteries can be placed in Turbochargers to rapidly recharge them. A Turbocharger will accept up to 4 Amps of power
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per electric item contained (Batteries, Tools, Armor), and distribute that power among their contained batteries.
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* Batteries can be placed in Battery Buffers, which will be discussed next.
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## Battery Buffers
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A Battery Buffer is a block that contains 1, 4, 8, or 16 inventory slots. Each of those inventory slots can hold one
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battery. Battery Buffers will accept 2 Amps of power per contained electric item, and will **output** 1 Amp of power per
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contained battery. Battery Buffers will charge and discharge all contained batteries evenly, and are the primary means of
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bulk energy storage and power supply stabilization from LV through mid EV.
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In early EV, Battery Buffers also have an important further usage. A Battery Buffer can have an Energy Detector or
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Advanced Energy Detector Cover attached, to read the total energy contained within their held batteries. This readout
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is emitted as a Redstone Signal, which can be fed to a Machine Controller cover placed on a [Large Steam, Gas, or Plasma
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Turbine](./Generators.md#large-turbines). This setup can then be used to automatically turn the Turbine On when the
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batteries run low, and Off when the batteries fill, greatly saving fuel and ensuring that full power is available at all
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times, regardless of if the Turbines are spun up or not.
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## Power Substation
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The Power Substation is GregTech Modern's strongest answer to energy storage, centralization, and distribution. The PSS
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is a Multiblock structure, available midway through EV, and constructed out of Palladium, Laminated Glass, and Capacitor
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Blocks. The total energy storage of a Power Substation is based on the set of Capacitor Blocks used to build it.
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Power Substations have several significant features to them:
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* Extremely high energy storage capacity. The initial EV PSS holds up to 2.7 billion EU, roughly 18 Amp-Hours of energy.
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* High input and output capacity at arbitrary Voltages. The PSS does not have a Voltage Tier, and can have multiple
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Energy Hatches and Dynamo Hatches placed in it, of any tier.
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* 64 Amp Hatches. The PSS has a unique set of Energy and Dynamo Hatches capable of accepting or emitting 64 Amps of
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power, from EV through MAX Voltage.
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* Laser Hatches. Power Substations can utilize Laser Source Hatches and Laser Target Hatches, to transfer colossal Amperages
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between Substations or Active Transformers
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* Very slight power decay. Power Substations lose approximately 1% of their stored energy per 24 hours. At the power scale
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that the PSS exists at, this is a relatively insignificant drain, but it does mean that you can't fully ignore power
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generation.
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The extremely high amperages allowed by the Power Substation pair well with the high outputs and large size of [Multiblock
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Generators](./Generators.md#multiblock-generators), and encourage fully centralized power production and distribution.
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Designing a base to take advantage of this also acts as a strong encouragement to utilize [Transformers](./Cables-and-Transformers.md#transformers)
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to transmit very high voltage energy over long distances using thin cables, before downtransforming it at machinery lines
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for use.

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