From 78e1f63ef8e0f3c21d5270ac926ca983a5a81661 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Sun, 28 Sep 2025 09:19:45 -0500 Subject: [PATCH 1/9] Generator docs --- .../Gameplay/Electricity/Generators.md | 91 +++++++++++++++++++ docs/content/Gameplay/Electricity/index.md | 20 ++++ 2 files changed, 111 insertions(+) create mode 100644 docs/content/Gameplay/Electricity/Generators.md create mode 100644 docs/content/Gameplay/Electricity/index.md diff --git a/docs/content/Gameplay/Electricity/Generators.md b/docs/content/Gameplay/Electricity/Generators.md new file mode 100644 index 00000000000..c5ca44eaee7 --- /dev/null +++ b/docs/content/Gameplay/Electricity/Generators.md @@ -0,0 +1,91 @@ +# Generators +Generators are machines which consume Fuel to produce EU every tick. There are several different types of Generators, +which each consume different fuels. + +## Singleblock Generators +From LV to HV, EU is produced using singleblock generators, machines like the Basic Steam Turbine or Advanced Combustion +Generator. All singleblock generators: + +* Consume Fuel. In base GregTech Modern, all electric generators consume either liquids or gasses as fuels, but no items. +EMI can display a list of all valid fuels a generator can consume. This fuel display lists: + * An amount consumed per burn cycle. For most fuels, this is 1mb, however for certain low-efficiency fuels like Steam + it can be much higher. + * A burn time. + * The generation rate. Any generator which consumes this fuel must be of a power tier at or above this rate. + * The total EU produced by one cycle. This is equal to the burn time x the generation rate. +* Produce EU every tick. All singleblock generators produce and output EU equal to 1A @ their tier voltage. +* Output EU every tick. All generators have one output side which provides 1A @ tier voltage to either a Cable or an +adjacent Machine. + +Singleblock generators are simple to operate, but are relatively expensive, often more expensive than the machines they +give power to. While it is possible to directly feed machines with generators, it is often preferable to build a small +number of generators along with some form of [Energy Storage](./Energy-Storage.md) to power a large number of machines, +given that most of those machines will not be running simultaneously and most will not consume a full amp of power. + +MV and HV machines consume additional fuel to produce power at higher voltages. They do not do this by altering fuel burn +time; they do this by consuming multiple cycles of fuel simultaneously (which is sometimes displayed as "running [X] +recipes in parallel"), multiplying both their EU/t and fuel consumption rate. + +## Multiblock Generators +At EV and beyond, energy generation shifts to multiblock machines. The size of these machines strongly encourages +centralizing power production, storage, and distribution; however because these generators are largely made of Casings, +they are substantially cheaper than the large number of singleblock generators needed to match their output. + +All Multiblock Generators: + +* Consume fuel. Lots of fuel. This fuel is provided to them using Input Hatches, as with other multiblock machines. +* Generate and output EU. Unlike with singleblock generators, this EU is outputted from a **Dynamo Hatch** placed on +one side of the generator. The Dynamo Hatch used determines the maximum output of the generator. Dynamo Hatches come in +several variants, with different Voltage *and Amperage* output values, allowing a single multiblock generator to produce +multiple Amps of power at their voltage. This helps compensate for their large size. +* Have efficiency boosts. Depending on their configuration, multiblock generators can produce significantly more EU per +mB of fuel than singleblock generators. This further compensates for their size, allowing larger and more powerful +machinery to be operated using a smaller fuel source. +* Require open air in front of them (either in front of their Air Intakes or their Rotor Holder) +* Allow Wallsharing to save on casings between multiple turbines. + +There are two primary types of Multiblock Generators: the Large Combustion Engine, and Large Turbines. + +### Large Combustion Engines +The Large Combustion Engine and Extreme Combustion Engine are the simpler of the large generator types. They consume +Combustion Engine fuels to produce EU. They also passively consume Lubricant to operate. + +The output and energy efficiency of an LCE/ECE can be significantly increased by feeding the generator with Oxygen (LCE) +or Liquid Oxygen (ECE). This boost doubles the fuel consumption of the generator, but triples (LCE) or quadruples (ECE) +the energy production. + +If the Dynamo Hatch of an LCE/ECE fills with EU, the engine will pause and stop consuming fuel. + +Large Combustion Engines are expensive structures to build but are fairly low-maintenance once operational; and higher +tier combustion fuels such as Gasoline are quite energy dense. + +### Large Turbines +The Large Steam, Gas, and Plasma turbine are more complex generators but which accept a wider range of fuels. + +* Large Steam Turbines consume extremely large volumes of Steam to produce EU. LSTs also output Distilled Water, allowing +for setups that loop back their own feed water or providing free distilled water to use elsewhere. +* Large Gas Turbines consume large volumes of Gas Turbine fuels such as Benzene to produce EU. +* Large Plasma Turbines consume small volumes of Plasma, produced by Fusion Reactors, to produce large amounts of EU. +LPTs also output the liquid or gas of the plasma that was consumed as fuel. + +Large Turbines are significantly cheaper to construct than Large Combustion Engines. However, they require an additional +component: A **Rotor**. The Rotor is an expensive item with a finite durability (measured in seconds), that determines +the fuel consumption, energy production, and efficiency of the Turbine. Rotors are placed in Rotor Holders, and Rotor +Holders cannot be opened while the Turbine is active. (Trying will hurt.) Higher tier Rotor Holders increase the power +output of the Turbine (doubling the power output and fuel consumption per Rotor Holder tier) but also increase the +fuel efficiency of the turbine (reducing fuel consumption by 10% per tier above the Turbine's minimum requirement). +Unlike with smaller generators, this reduced fuel consumption is applied as *increased fuel burn duration*. + +Additionally, Large Turbines require several minutes to spin up to their full output, and then spin down when inactive +or their Dynamo Hatch is full of energy. Energy production scales exponentially with turbine RPM, meaning that for much +of the spinup time the turbine's output will be quite low. When active, RPM increases by 1 per tick, and when inactive +RPM decreases by 3 per tick. To compensate for this behavior, Large Turbines are best run either continuously, or in +limited bursts to fill an energy storage, activated via Machine Controller Cover when the storage is low and deactivated +when the storage is nearly full. + +The total EU/t output and fuel consumption of a Large Turbine is determined by: + +* EU/t Output = [Turbine base EU/t] x [2 ^ Rotor Holder Tier - minimum tier] x [Turbine Power Mutiplier] x [Current RPM / Max RPM]^2 +* Fuel Consumption = [EU/t output] / [Fuel base generation rate] +* Fuel Duration = [1 + 0.1 x [Rotor Holder Tier - minimum tier]] x [Rotor Efficiency Multiplier] + diff --git a/docs/content/Gameplay/Electricity/index.md b/docs/content/Gameplay/Electricity/index.md new file mode 100644 index 00000000000..703013a9b3f --- /dev/null +++ b/docs/content/Gameplay/Electricity/index.md @@ -0,0 +1,20 @@ +# Electricity +The vast majority of GregTech Modern machines run on Electricity, also known as EU ("energy units"). Electricity and +Electric machines share several common safety and behavior rules. + +## General concepts of EU +* EU is produced by [**Generators**](./Generators.md) every tick +* [**Electric Machines**](./Machines.md) consume EU every tick while operating +* Batteries and Battery Buffers act as EU [**Storage**](./Energy-Storage.md) +* [**Cables**](./Cables.md) transport EU between generators, storage, and machines + +Batteries and Machines store EU in an internal buffer, but all EU transportation is done using **Voltage** and **Amperage**. + +* Voltage (V) is the power tier of a device, and the size of an energy "packet" which is emitted by Generators and received +by Machines. +* Cables and Machines have a voltage tier (LV, MV, HV . . .), which is the maximum voltage they can safely carry or receive. +Carrying or receiving unsafe Voltages can be highly destructive. Each successive voltage tier is 4x the voltage of the +previous. (LV = 32V, MV = 128V, HV = 512V . . .) +* Amperage (A) is how many Voltage packets are being carried at the same time in parallel. +* Voltage x Amperage results in **EU/t**. EU/t x Time results in **Total EU**. + From 3bdd544b5700fd884c191958347f2e17185883d3 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Mon, 29 Sep 2025 12:42:27 -0500 Subject: [PATCH 2/9] Machine docs --- .../Gameplay/Electricity/Generators.md | 19 ++- docs/content/Gameplay/Electricity/Machines.md | 128 ++++++++++++++++++ 2 files changed, 143 insertions(+), 4 deletions(-) create mode 100644 docs/content/Gameplay/Electricity/Machines.md diff --git a/docs/content/Gameplay/Electricity/Generators.md b/docs/content/Gameplay/Electricity/Generators.md index c5ca44eaee7..96ad962520e 100644 --- a/docs/content/Gameplay/Electricity/Generators.md +++ b/docs/content/Gameplay/Electricity/Generators.md @@ -14,8 +14,19 @@ EMI can display a list of all valid fuels a generator can consume. This fuel dis * The generation rate. Any generator which consumes this fuel must be of a power tier at or above this rate. * The total EU produced by one cycle. This is equal to the burn time x the generation rate. * Produce EU every tick. All singleblock generators produce and output EU equal to 1A @ their tier voltage. -* Output EU every tick. All generators have one output side which provides 1A @ tier voltage to either a Cable or an -adjacent Machine. +* Output EU every tick. All generators have one output side, marked with a colored dot, which provides 1A @ tier voltage +to either a Cable or an adjacent Machine. + * Generators do not output "partial" amps or partial voltage. Generators will always output power in exact packets + of 1A @ tier voltage. + +Singleblock generators come in several variants, each accepting different fuels. + +* Steam Turbines produce EU from large volumes of Steam. The EMI display for Steam Turbines shows that they also +output Distilled Water; this is a feature of the multiblock Large Steam Turbine (discussed below) but not the basic +singleblock turbines +* Gas Turbines produce EU from combustible gasses such as Methane and Benzene. +* Combustion Engines produce EU from liquid oils and biodiesels. Combustion Engines benefit very heavily from refining +fuel before burning it. Singleblock generators are simple to operate, but are relatively expensive, often more expensive than the machines they give power to. While it is possible to directly feed machines with generators, it is often preferable to build a small @@ -60,13 +71,13 @@ Large Combustion Engines are expensive structures to build but are fairly low-ma tier combustion fuels such as Gasoline are quite energy dense. ### Large Turbines -The Large Steam, Gas, and Plasma turbine are more complex generators but which accept a wider range of fuels. +The Large Steam, Gas, and Plasma turbine are more complex generators which accept a wider range of fuels. * Large Steam Turbines consume extremely large volumes of Steam to produce EU. LSTs also output Distilled Water, allowing for setups that loop back their own feed water or providing free distilled water to use elsewhere. * Large Gas Turbines consume large volumes of Gas Turbine fuels such as Benzene to produce EU. * Large Plasma Turbines consume small volumes of Plasma, produced by Fusion Reactors, to produce large amounts of EU. -LPTs also output the liquid or gas of the plasma that was consumed as fuel. +LPTs also output the liquid or gas form of the plasma that was consumed as fuel. Large Turbines are significantly cheaper to construct than Large Combustion Engines. However, they require an additional component: A **Rotor**. The Rotor is an expensive item with a finite durability (measured in seconds), that determines diff --git a/docs/content/Gameplay/Electricity/Machines.md b/docs/content/Gameplay/Electricity/Machines.md new file mode 100644 index 00000000000..e851fc152bf --- /dev/null +++ b/docs/content/Gameplay/Electricity/Machines.md @@ -0,0 +1,128 @@ +# Electric Machines +The vast majority of functional machines in GregTech Modern are powered by EU. And as with Generators, there are a +number of shared rules and patterns between them. + +## Singleblock Machines +Available at all electrical tiers from LV to UV, singleblock machines consume EU to run recipes. All singleblock electric +machines: + +* Perform recipes to produce or convert items or fluids +* Consume EU every tick to operate + * A machine that runs out of power mid-recipe will "Powerstall", stopping processing and resetting its recipe progress + to 0. It will then sit idle for several seconds, attempting to refill its internal energy buffer before starting again. + * A powerstalling machine does not delete its input items, it simply cannot complete its work until it is given enough + energy to run. + * A powerstalling machine can also be fully set to standby by right-clicking it with a Soft Mallet. This will cause + it to stop attempting to run the recipe until turned on again, but will not delete the input items. + * In previous versions of GregTech, machines could be paused and unpaused mid-recipe, and a powerstalling recipe would + have its progress tick backwards rather than fully resetting. These behaviors were changed in 7.0.0, as they allowed + exploits in running machines without feeding them sufficient power. +* Have a Voltage Tier. This voltage tier determines: + * The voltage which can be safely input to the machine. A machine which receives an amp of power from a voltage above + its tier will **explode**. + * The tier of recipes the machine can run. Many recipes have a minimum required voltage tier. + * The tier of **overclock** the machine runs at. Higher-voltage machines running lower-voltage recipes will Overclock + the recipes. And Overclocked recipe consumes power as if it were a tier up (4x EU/t), and be completed in 1/2 the time. + This does mean that overclocked machines are less energy efficient (4x voltage, 1/2 time, 2x total energy usage), + however such is the cost of technology, speed, and industrialization. +* Accept EU emitted by a connected Generator or Cable. Cables and generators can connect to any side of a machine. + * Every singleblock machine contains a small buffer of energy, equal to (Voltage x 64) EU + * Every singleblock machine accepts 1 Amp of power at its voltage tier to fill its buffer. + * When running a recipe, the machine accepts amps equal to the amperage of the recipe. + * When below 50% energy buffer and running a recipe, the machine accepts 1 additional Amp. + * This last aspect means that singleblock machines will, in general, accept either 1 or 2 Amps of power from any + connected generators. While it is possible to create recipes consuming multiple amps of power, there are currently + no recipes in GregTech Modern that do this. +* Contain a Battery Slot. Batteries will be discussed more in [**Storage**](./Energy-Storage.md), however Batteries placed inside Machines +will: + * Charge themselves when the machine's buffer is more than 2/3s full + * Discharge themselves to power the machine when the machine's buffer is less than 1/3 full + * These behaviors mean that a Battery can be used to stabilize the power feed to a machine that may otherwise not + have sufficient power to run continuously, counteract Powerstalling, and allow the machine to buffer enough power to + run for short bursts and finish important recipes. + + +## Multiblock Machines +Starting from the Electric Blast Furnace as the gateway to MV, and expanding greatly in HV and IV, Multiblock Machines +are the answer to needing more processing speed and volume, or doing processes which are too large or power intensive to +run in singleblock machines. All multiblock electric machines: + +* Perform recipes to produce or convert items or fluids. + * Multiblock machines have an additional operating mode called Batch Mode. Batch Mode is enabled via a toggle button + in the multiblock's Controller. Batch Mode has no effect on recipes that take longer than 2.5 seconds (after overclocks). + However, for any recipes shorter than 2.5 seconds, the machine will attempt to combine together multiple recipe runs + into a single large batch, completing as many recipes as possible within 5 second periods, combining their inputs and + duration. This reduces how frequently the machine needs to search for new recipes, and improves server performance for + large, late-game bases with extremely fast machines. +* Are a Structure built around a Controller. + * The Controller defines the multiblock, is used to examine the machine's current activity and status, and is used + to toggle the machine's recipe processing on or off. However, the Controller does **not** handle any item, fluid, or + energy input or output. + * Much of a multiblock's structure will be comprised of Casings of some variant. Casings are fully inert blocks + which make up much of the cost of a multiblock structure, but are very simple and cheap to make next to functional + machine blocks. + * Certain multiblock machines, notably the Electric Blast Furnace and Alloy Blast Smelter, also contain Heating Coil + blocks. These Heating Coils come in multiple tiers and determine some of the machine's recipe capabilities and parameters, + either unlocking new recipes or making existing recipes more efficient. For machines which contain Heating Coils, all + Coils in the structure must match. +* Contain Hatches and Busses. Hatches and Busses are blocks which replace Casings in a structure, and are the places where +Items, Fluids, Energy, and other interactions are done with the multiblock structure. + * Input hatches and busses will automatically pull items or fluids into them through their input face; Output hatches + and busses will automatically push items or fluids into inventories or tanks connected to their output face. This + automation behavior can be disabled by toggling the hatch Off using its power button or a soft mallet. + * All multiblock structures have a "Minimum Required Casings", which acts as an upper limit on how many Casings + can be replaced by busses and hatches. + * Add-on mods may also define other types of Hatches to input or output other special types of recipe ingredients. +* Consume EU from Energy Hatches. Unlike with singleblock machines, multiblock machines do not have an inherent voltage +tier. Instead, multiblock machines operate at a voltage tier equal to the combined input of all of their energy hatches. + * Standard Energy Hatches accept 2 Amps of power on-tier, and provide this power to their associated Controller. + * Most multiblock machines can accept multiple energy hatches, allowing them to be either uptiered or overclocked + using lower-tier components. This is immediately used on the Electric Blast Furnace, which requires MV power to run + most recipes but can only be initially built using LV Energy Hatches. As such, a player's first EBF must be constructed + using two LV Energy Hatches, and fed by four LV Generators (or a [4x Battery Buffer](./Energy-Storage.md)). + * The power tier of a multiblock machine is also used to determine Overclocks. Almost all multiblock machines use + the same Overclocking rules as normal machines (4x EU/t, 1/2 recipe time), with three notable exceptions: + * The **Large Chemical Reactor** uses "Perfect Overclocks": recipes run at 4x EU/t but **1/4th** recipe time, + meaning that the LCR does not lose energy efficiency when overclocked. This also makes the LCR extremely fast at + completing recipes. + * The **Fusion Reactor** uses "Perfect Half Overclocks": recipes run at 2x EU/t and 1/2 recipe time. + * If a multiblock machine is overclocked to the point that its recipes would take less than 1 tick to complete, + it begins performing Subtick Overclocks. Subtick Overclocks work similar to Batch Mode, in that the machine will + attempt to perform multiple copies of the recipe (as many instances as it could finish in 1 tick) to try to keep + pace with the machine's newfound extreme speed. +* Most (but not all) require Maintenance. Maintenance Issues occur every few hours while a multiblock machine is running +and must be repaired by using a Tool on a Maintenance Hatch. The maintenance issue that occurs dictates the tool needed. +Most machines require a Maintenance Hatch; and when a Maintenance Hatch is first placed it appears with all maintenance +issues present and thus needs maintenance before the machine can come online. + * A machine with maintenance issues will safely shut itself down after finishing its current recipe, and once the + maintenance issues are resolved it will turn on again. +* Can **Wallshare** components. The inert casings, frames, coils, and *most Hatches and Busses* in the structure of a multiblock +machine can be shared between multiple controllers. Unlike in most other mods that contain multiblock machines, GregTech +Multiblock Machines do **not** form a single connected entity out of the full machine; the only interactable Block Entities +are the Controller and the Hatches. The result of this is that, while the first multiblock machine of a given type must +be built at full cost, additional machines of the same type can be built sharing walls with the first, significantly +reducing their full build cost. + * Most Hatches and Busses can also be shared between machines, allowing wallshared machines to take from the same + feed of input materials to run the same recipe side by side, or run different recipes that share a common ingredient. + * Energy Hatches can be shared between machines, however this is generally discouraged as it can lead to the machines + running out of power. + +### GCYM Multiblock Machines +Constructing the Alloy Blast Smelter unlocks production of a number of complex metal alloys. These alloys are used to build +a line of IV-tier machines sometimes called the Gregicality Multiblocks. GCYM was an independent GregTech add-on mod that +was fully integrated into GregTech Modern, and adds a collection of multiblock replacements for singleblock machines. +The GCYM Multiblocks have all the above properties of normal Multiblock machines, with a few additional features: + +* Are constructed from alloys made in an Alloy Blast Smelter. +* Perform recipes otherwise available in singleblock machines. + * Certain GCYM Multis can also perform multiple different recipe sets. For example, the Large Centrifuge can perform + either Centrifuge or Thermal Centrifuge recipes. The operating mode of a machine can be set in its Controller. +* Accept a **Parallel Hatch**. Parallel Hatches cause a machine to attempt to run multiple copies of a recipe simultaneously, +combining their inputs, outputs, and EU/t cost. If a machine does not have enough energy input to run its Hatch-allowed +parallels at full overclocked speed, it will reduce its overclock tier to compensate, improving energy efficiency but +(because of the parallel runs) not sacrificing recipe throughput volume. +* Can use High-Amp Energy Hatches and Laser Hatches. + * Normal energy hatches accept 2 Amps of power. GCYM machines can accept 4A or 16A Energy Hatches, allowing for + running higher parallel counts at higher overclock tiers. + * Laser Hatches do not connect to standard power cables. Instead, they connect to [Laser Pipes](./Cables.md), which + transmit huge voltages and amperages from hatches on a [Power Substation](./Energy-Storage.md) to a machine. \ No newline at end of file From 221de0e5804d8ea809d527b56e46aa3f8ac99368 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Mon, 29 Sep 2025 17:59:41 -0500 Subject: [PATCH 3/9] the rest of the eletrical owl --- .../Electricity/Cables-and-Transformers.md | 107 ++++++++++++++++++ .../Gameplay/Electricity/Energy-Storage.md | 63 +++++++++++ .../Gameplay/Electricity/Generators.md | 9 +- docs/content/Gameplay/Electricity/Machines.md | 30 ++--- docs/content/Gameplay/Electricity/index.md | 6 +- 5 files changed, 197 insertions(+), 18 deletions(-) create mode 100644 docs/content/Gameplay/Electricity/Cables-and-Transformers.md create mode 100644 docs/content/Gameplay/Electricity/Energy-Storage.md diff --git a/docs/content/Gameplay/Electricity/Cables-and-Transformers.md b/docs/content/Gameplay/Electricity/Cables-and-Transformers.md new file mode 100644 index 00000000000..45266d99231 --- /dev/null +++ b/docs/content/Gameplay/Electricity/Cables-and-Transformers.md @@ -0,0 +1,107 @@ +# Cables and Transformers +EU needs to move from generators to storage to machines. EU travels through Wires and Cables. + +Every wire or cable has several properties: + +* Toggled connections. A cable is placed in world as a block and can be connected separately in all six directions. Cables +are not directional in how they allow power to flow. Cable connections can be added or removed using Wire Cutters, and +Wire Cutters are also the tool used to break and retrieve cable blocks. +* Maximum Voltage. Every cable has a maximum voltage of energy it can carry. Sending EU of too high a voltage down a +cable will cause the cable to catch fire and be destroyed. +* Maximum Amperage. Similar to Voltage, every cable has a maximum Amperage it can safely carry. However, sending too many +Amps down a cable will not cause an instant failure. Instead, over-amping a cable will cause it to very briefly heat up. +If the cable heats up too much, its Insulation layer will burn off, and if it continues heating, it will eventually +catch fire and be destroyed. + * Wires can be combined into 2x, 4x, 8x, or 16x Wires. Combined wires combine their maximum amperage, allowing more + Amps to be carried through a single block space. + * To ensure amperage safety, it is generally recommended to never run cables that can carry fewer Amps than the + [Generators](./Generators.md) or [Battery Buffers](./Energy-Storage.md#battery-buffers) connected to them them can supply. + (1A per singleblock generator, [Dynamo Hatch] Amps per Multiblock generator, [Battery slots] amps per Battery Buffer.) + This is important to note as machines will often *accept* more than 1 Amp of power, and thus it's generally simpler to + control for energy supply than energy demand. +* Voltage Loss per Block. Power transfer is not free. For every cable block that an Amp of electricity travels down, one +or more Volts are lost from it. This effect is much more pronounced at low voltages or when using inferior cable materials, +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). + * Voltage Loss can be compensated for by using [Battery Buffers](./Energy-Storage.md), Diodes, or Transformers. + While these do not eliminate voltage loss, they can mitigate its effects on machines. +* Insulation. Wires should never be used without first being covered in insulation and converted to Cables. Cables have +significantly reduced Voltage Drop than uninsulated wires. Furthermore, touching an uninsulated wire that has carried +energy during the last tick will inflict a significant amount of damage, easily lethal at high voltages. + * Higher-thickness cables are made by applying insulation to higher-thickness wires. + * Cable insulation is made out of Rubber. LV cables can be insulated by crafting them together with Rubber Sheets, + however higher tier cables require an Assembler and Liquid Rubber. + * Liquid Rubber can eventually be replaced with Silicone Rubber or Styrene-Butadiene Rubber (and high tier + components require this). + * EV cables and above also require Thin Polyvinyl Chloride Sheets, and higher tier cables require further sheets. + * Certain wires are marked as Superconductors. These wires do not require insulation, are safe to touch, and have + 0 voltage drop per block. However, they are all made out of alloys that are much more complex than the simple wires + and cables that are generally used for power transmission. + * Insulation can be removed from wires using the Packer. This can be used to retire older cables and reclaim the + wires used. + +## Diodes +Diodes are blocks used to help manage power transmission. + +* Energy can enter a Diode from any of five sides, but can only exit the Diode from its output side. +* Diodes limit the energy flowing through them. By default, a Diode will emit 1 Amp of its voltage, but right-clicking +with a Soft Mallet will cycle its output through 2, 4, 8, and 16 Amps. Diodes will accept Amps equal to their output. +* Diodes do not store large amounts of power. They have the same 64-tick buffer as any other machines of their tier. +* Diodes can be placed in the walls of **Cleanrooms**. This is the means by which EU can be sent into a Cleanroom to power +the machines inside. + +Diodes are much cheaper than Battery Buffers, and while they do not act as bulk energy storage, they can be used to merge +several small cables into one large cable, or to tap small cables off of a large cable, and ensure that the resulting +cables are never sent more Amps than they can carry. Also, because they are blocks which absorb and emit power rather than +simply transmitting it, every Amp that is emitted by a Diode *will* be on-Voltage, thus allowing Diodes to compensate for +voltage loss, by (as necessary) merging together multiple reduced-voltage amps into a few full-voltage amps. + +## Transformers +Transformers allow for shifting voltages up and down. A Transformer can convert 1 Amp of a voltage one tier above its own +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 +accept 4A LV to emit 1A MV.) A Soft Mallet will switch the Transformer's mode from Down to Up. + +Transformers come in three further variants: 2x High-Amp (converting 2A into 8A), 4x High-Amp (converting 4A into 16A), +and Power Transformer (converting 16A into 64A). + +Transformers are useful for powering a large array of low-voltage machines using a small number of high-voltage generators. +As generators are quite expensive to build, powering many parallel machines with only a few generators can save significantly +on resources and space. + +Transformers are also useful to help mitigate Voltage Loss from cables. Higher voltage cables do not always have lower +voltage loss per block, however voltage loss per block per Amp is *subtractive*, not *multiplicative*. As such, transmitting +a small number of high-voltage Amps a long distance results in far less energy loss than transporting a large number of +low voltage Amps that distance. (And furthermore, carrying more Amps requires thicker and more expensive Cables.) + +### An Example of Voltage Loss and Transformer Usage +For an example of this last point, take following simple case: 16A LV, traveling 20 blocks down a 16x Tin Cable. +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 +32V x 16A that entered the cable has been reduced to 12V x 16A, losing 68.75% of its power and greatly reducing its +ability to reliably power machines (as at that point any machine that requires more than 12EU/t to run will *need* to +consume an entire second Amp), likely limiting the cable to powering only 8 machines. + +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. +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, +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 +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 +alternate between 13A and 14A), and thus easily power at least 13 machines running at full speed. + +## Active Transformers +The Active Transformer is an LuV-tier multiblock machine. An Active Transformer can accept up to **13** Energy, Dynamo, +or Laser Hatches, of any voltage tiers, and it will transform all of its input feeds to power all of its output feeds. + +Active Transformers are commonly paired with [Power Substations](./Energy-Storage.md#power-substation) to take the +Substation's very high output amperages, and appropriately deliver them to machine arrays. + +### Laser Hatches and Laser Pipes +Power Substations and Active Transformers can use Laser Source Hatches and Laser Target Hatches as an extremely high-Amp +alternative to traditional power delivery. Laser Hatches become available starting at IV, and can emit or receive from +256A to 4096A power. + +Laser Pipes carry energy from Source Hatches to Target Hatches. They are quite cheap for their power but have several +important characteristics: + +* Laser Pipes have no Max Voltage, Max Amperage, Voltage Loss, or Insulation. They carry energy at whatever Voltage and +Amperage they are fed from their Source hatch. +* Laser Pipes must be connected in a **straight line**. Laser Pipes are not allowed to have any bends in them, or they +will not transfer power. + * As a consequence of this, Laser Pipes can only act as 1-to-1 connections between a single Source and Target Hatch. \ No newline at end of file diff --git a/docs/content/Gameplay/Electricity/Energy-Storage.md b/docs/content/Gameplay/Electricity/Energy-Storage.md new file mode 100644 index 00000000000..a85241d3e6c --- /dev/null +++ b/docs/content/Gameplay/Electricity/Energy-Storage.md @@ -0,0 +1,63 @@ +# Electric Energy Storage +Generators are expensive. It's often useful to make a small bank of generators to power a large array of machines, +understanding that the machines will not usually all be operating at full power at the same time. This becomes especially +true at EV and beyond, when singleblock generators are no longer an option. To answer these concerns and give power stability, +Energy storage. + +GregTech Modern contains three primary forms of energy storage: Batteries, Battery Buffers, and the Power Substation. + +## Batteries +Available at the beginnings of LV and present at all energy tiers, a Battery is an item which stores EU. Batteries are +generally made in the Canner, out of a Battery Hull and some amount of acceptable Dust (initially Lithium, Cadmium, or +Sodium). Higher-tier batteries (HV and beyond) also include the Energy Crystal, Lapotron Crystal, and the various +Lapotron Orb derivatives. These Crystal batteries are made using Autoclaves and Assemblers, and are more expensive than +traditional batteries, but have much higher power capacities. + +Batteries can be used in four ways: + +* Batteries can be placed in singleblock [Electric Machines](./Machines.md#singleblock-machines). All singleblock machines +have a dedicated Battery slot, marked with a lightning bolt. A Battery placed in this slot will: + * Charge from the machine's energy buffer, if the machine's buffer is above 2/3s full + * Discharge to feed the machine's buffer, if the buffer is below 1/3 full +* Batteries held in a player's inventory will use their held charge to recharge electric tools or Armor that the player +is holding or wearing. This behavior can be deactivated by shift-right-clicking while holding the battery. +* Batteries can be placed in Turbochargers to rapidly recharge them. A Turbocharger will accept up to 4 Amps of power +per electric item contained (Batteries, Tools, Armor), and distribute that power among their contained batteries. +* Batteries can be placed in Battery Buffers, which will be discussed next. + +## Battery Buffers +A Battery Buffer is a block that contains 1, 4, 8, or 16 inventory slots. Each of those inventory slots can hold one +battery. Battery Buffers will accept 2 Amps of power per contained electric item, and will **output** 1 Amp of power per +contained battery. Battery Buffers will charge and discharge all contained batteries evenly, and are the primary means of +bulk energy storage and power supply stabilization from LV through mid EV. + +In early EV, Battery Buffers also have an important further usage. A Battery Buffer can have an Energy Detector or +Advanced Energy Detector Cover attached, to read the total energy contained within their held batteries. This readout +is emitted as a Redstone Signal, which can be fed to a Machine Controller cover placed on a [Large Steam, Gas, or Plasma +Turbine](./Generators.md#large-turbines). This setup can then be used to automatically turn the Turbine on when the +batteries run low, and Off when the batteries fill, greatly saving fuel and ensuring that full power is available at all +times, regardless of if the Turbines are spun up or not. + +## Power Substation +The Power Substation is GregTech Modern's strongest answer to energy storage, centralization, and distribution. The PSS +is a Multiblock structure, available midway through EV, and constructed out of Palladium, Laminated Glass, and Capacitor +Blocks. The total energy storage of a Power Substation is based on the set of Capacitor Blocks used to build it. + +Power Substations have several significant features to them: + +* Extremely high energy storage capacity. The initial EV PSS holds up to 2.7 billion EU, roughly 18 Amp-Hours of energy. +* High input and output capacity at arbitrary Voltages. The PSS does not have a Voltage Tier, and can have multiple +Energy Hatches and Dynamo Hatches placed in it, of any tier. + * 64 Amp Hatches. The PSS has a unique set of Energy and Dynamo Hatches capable of accepting or emitting 64 Amps of + power, from EV through MAX Voltage. +* Laser Hatches. Power Substations can utilize Laser Source Hatches and Laser Target Hatches, to transfer colossal Amperages +between Substations or Active Transformers +* Very slight power decay. Power Substations lose approximately 1% of their stored energy per 24 hours. At the power scale +that the PSS exists at, this is a relatively insignificant drain, but it does mean that you can't fully ignore power +generation. + +The extremely high amperages allowed by the Power Substation pair well with the high outputs and large size of [Multiblock +Generators](./Generators.md#multiblock-generators), and encourage fully centralized power production and distribution. +Designing a base to take advantage of this also acts as a strong encouragement to utilize [Transformers](./Cables-and-Transformers.md#transformers) +to transmit very high voltage energy over long distances using thin cables, before downtransforming it at machinery lines +for use. diff --git a/docs/content/Gameplay/Electricity/Generators.md b/docs/content/Gameplay/Electricity/Generators.md index 96ad962520e..60c62f4fd75 100644 --- a/docs/content/Gameplay/Electricity/Generators.md +++ b/docs/content/Gameplay/Electricity/Generators.md @@ -18,6 +18,9 @@ EMI can display a list of all valid fuels a generator can consume. This fuel dis to either a Cable or an adjacent Machine. * Generators do not output "partial" amps or partial voltage. Generators will always output power in exact packets of 1A @ tier voltage. +* Cannot be placed inside **Cleanrooms**. Placing a Generator inside a Cleanroom will block the Cleanroom controller from +activating. + * To transfer power into a Cleanroom, use a [Diode](./Cables-and-Transformers.md#diodes). Singleblock generators come in several variants, each accepting different fuels. @@ -31,10 +34,10 @@ fuel before burning it. Singleblock generators are simple to operate, but are relatively expensive, often more expensive than the machines they give power to. While it is possible to directly feed machines with generators, it is often preferable to build a small number of generators along with some form of [Energy Storage](./Energy-Storage.md) to power a large number of machines, -given that most of those machines will not be running simultaneously and most will not consume a full amp of power. +given that most of those machines will not consume a full amp of power, or will not be running simultaneously. -MV and HV machines consume additional fuel to produce power at higher voltages. They do not do this by altering fuel burn -time; they do this by consuming multiple cycles of fuel simultaneously (which is sometimes displayed as "running [X] +MV and HV generators consume additional fuel to produce power at higher voltages. They do not do this by altering fuel +burn time; they do this by consuming multiple cycles of fuel simultaneously (which is sometimes displayed as "running [X] recipes in parallel"), multiplying both their EU/t and fuel consumption rate. ## Multiblock Generators diff --git a/docs/content/Gameplay/Electricity/Machines.md b/docs/content/Gameplay/Electricity/Machines.md index e851fc152bf..6ec7286ca01 100644 --- a/docs/content/Gameplay/Electricity/Machines.md +++ b/docs/content/Gameplay/Electricity/Machines.md @@ -30,16 +30,19 @@ machines: * Every singleblock machine accepts 1 Amp of power at its voltage tier to fill its buffer. * When running a recipe, the machine accepts amps equal to the amperage of the recipe. * When below 50% energy buffer and running a recipe, the machine accepts 1 additional Amp. - * This last aspect means that singleblock machines will, in general, accept either 1 or 2 Amps of power from any - connected generators. While it is possible to create recipes consuming multiple amps of power, there are currently - no recipes in GregTech Modern that do this. -* Contain a Battery Slot. Batteries will be discussed more in [**Storage**](./Energy-Storage.md), however Batteries placed inside Machines -will: + +This last aspect means that singleblock machines will, in general, accept either 1 or 2 Amps of power from any +connected generators. While it is possible to create recipes consuming multiple amps of power, there are currently +no recipes in GregTech Modern that do this. + +* Contain a Battery Slot, marked with a lightning bolt. Batteries will be discussed more in [Energy Storage](./Energy-Storage.md#batteries), +however Batteries placed inside Machines will: * Charge themselves when the machine's buffer is more than 2/3s full * Discharge themselves to power the machine when the machine's buffer is less than 1/3 full - * These behaviors mean that a Battery can be used to stabilize the power feed to a machine that may otherwise not - have sufficient power to run continuously, counteract Powerstalling, and allow the machine to buffer enough power to - run for short bursts and finish important recipes. + +These behaviors mean that a Battery can be used to stabilize the power feed to a machine that may otherwise not +have sufficient power to run continuously, counteract Powerstalling, and allow the machine to buffer enough power to +run for short bursts and finish important recipes. ## Multiblock Machines @@ -75,11 +78,12 @@ Items, Fluids, Energy, and other interactions are done with the multiblock struc * Add-on mods may also define other types of Hatches to input or output other special types of recipe ingredients. * Consume EU from Energy Hatches. Unlike with singleblock machines, multiblock machines do not have an inherent voltage tier. Instead, multiblock machines operate at a voltage tier equal to the combined input of all of their energy hatches. - * Standard Energy Hatches accept 2 Amps of power on-tier, and provide this power to their associated Controller. + * Standard Energy Hatches accept 2 Amps of power on-tier, and provide this power to their associated Controller. + An Energy Hatch which receives an amp of power of a voltage above its tier will **explode**. * Most multiblock machines can accept multiple energy hatches, allowing them to be either uptiered or overclocked using lower-tier components. This is immediately used on the Electric Blast Furnace, which requires MV power to run most recipes but can only be initially built using LV Energy Hatches. As such, a player's first EBF must be constructed - using two LV Energy Hatches, and fed by four LV Generators (or a [4x Battery Buffer](./Energy-Storage.md)). + using two LV Energy Hatches, and fed by four LV Generators (or a [4x Battery Buffer](./Energy-Storage.md#battery-buffers)). * The power tier of a multiblock machine is also used to determine Overclocks. Almost all multiblock machines use the same Overclocking rules as normal machines (4x EU/t, 1/2 recipe time), with three notable exceptions: * The **Large Chemical Reactor** uses "Perfect Overclocks": recipes run at 4x EU/t but **1/4th** recipe time, @@ -121,8 +125,6 @@ The GCYM Multiblocks have all the above properties of normal Multiblock machines combining their inputs, outputs, and EU/t cost. If a machine does not have enough energy input to run its Hatch-allowed parallels at full overclocked speed, it will reduce its overclock tier to compensate, improving energy efficiency but (because of the parallel runs) not sacrificing recipe throughput volume. -* Can use High-Amp Energy Hatches and Laser Hatches. +* Can use High-Amp Energy Hatches. * Normal energy hatches accept 2 Amps of power. GCYM machines can accept 4A or 16A Energy Hatches, allowing for - running higher parallel counts at higher overclock tiers. - * Laser Hatches do not connect to standard power cables. Instead, they connect to [Laser Pipes](./Cables.md), which - transmit huge voltages and amperages from hatches on a [Power Substation](./Energy-Storage.md) to a machine. \ No newline at end of file + running higher parallel counts at higher overclock tiers. \ No newline at end of file diff --git a/docs/content/Gameplay/Electricity/index.md b/docs/content/Gameplay/Electricity/index.md index 703013a9b3f..caae47c1487 100644 --- a/docs/content/Gameplay/Electricity/index.md +++ b/docs/content/Gameplay/Electricity/index.md @@ -6,7 +6,7 @@ Electric machines share several common safety and behavior rules. * EU is produced by [**Generators**](./Generators.md) every tick * [**Electric Machines**](./Machines.md) consume EU every tick while operating * Batteries and Battery Buffers act as EU [**Storage**](./Energy-Storage.md) -* [**Cables**](./Cables.md) transport EU between generators, storage, and machines +* [**Cables and Transformers**](./Cables-and-Transformers.md) transport EU between generators, storage, and machines Batteries and Machines store EU in an internal buffer, but all EU transportation is done using **Voltage** and **Amperage**. @@ -15,6 +15,10 @@ by Machines. * Cables and Machines have a voltage tier (LV, MV, HV . . .), which is the maximum voltage they can safely carry or receive. Carrying or receiving unsafe Voltages can be highly destructive. Each successive voltage tier is 4x the voltage of the previous. (LV = 32V, MV = 128V, HV = 512V . . .) + * Transformers can be used to convert power at a voltage tier into the voltage above or below. * Amperage (A) is how many Voltage packets are being carried at the same time in parallel. * Voltage x Amperage results in **EU/t**. EU/t x Time results in **Total EU**. +* Blocks that emit EU will only emit EU from a single designated output side, usually marked with a large colored dot. +Blocks that accept EU can accept it from any side that is not an EU Output side. Blocks that can emit multiple Amps will +have a larger and more complex dot on their output side. From 2fd07e60a3beb4fdd792722c6079d7d65729db4f Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Mon, 29 Sep 2025 18:33:19 -0500 Subject: [PATCH 4/9] fuse safety --- docs/content/Gameplay/Electricity/Cables-and-Transformers.md | 5 +++++ docs/content/Gameplay/Electricity/Machines.md | 4 +++- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/docs/content/Gameplay/Electricity/Cables-and-Transformers.md b/docs/content/Gameplay/Electricity/Cables-and-Transformers.md index 45266d99231..a7111278c6f 100644 --- a/docs/content/Gameplay/Electricity/Cables-and-Transformers.md +++ b/docs/content/Gameplay/Electricity/Cables-and-Transformers.md @@ -8,6 +8,11 @@ are not directional in how they allow power to flow. Cable connections can be ad Wire Cutters are also the tool used to break and retrieve cable blocks. * Maximum Voltage. Every cable has a maximum voltage of energy it can carry. Sending EU of too high a voltage down a cable will cause the cable to catch fire and be destroyed. + * If a cable attempts to carry an amp of too high a voltage, the cable will *reduce the carried voltage to its own + safe limit* before being destroyed. This means that, if a high-voltage generator is inadvertently connected to a low- + voltage cable, the cable will act as a sacrificial fuse and be destroyed, but the lower-voltage machines further down + the line will be protected and not explode. As such, it is generally much less safe to directly power machines using + cables that carry a higher voltage tier than the machine. * Maximum Amperage. Similar to Voltage, every cable has a maximum Amperage it can safely carry. However, sending too many Amps down a cable will not cause an instant failure. Instead, over-amping a cable will cause it to very briefly heat up. If the cable heats up too much, its Insulation layer will burn off, and if it continues heating, it will eventually diff --git a/docs/content/Gameplay/Electricity/Machines.md b/docs/content/Gameplay/Electricity/Machines.md index 6ec7286ca01..3946f052dda 100644 --- a/docs/content/Gameplay/Electricity/Machines.md +++ b/docs/content/Gameplay/Electricity/Machines.md @@ -21,7 +21,7 @@ machines: * The voltage which can be safely input to the machine. A machine which receives an amp of power from a voltage above its tier will **explode**. * The tier of recipes the machine can run. Many recipes have a minimum required voltage tier. - * The tier of **overclock** the machine runs at. Higher-voltage machines running lower-voltage recipes will Overclock + * The tier of **Overclock** the machine runs at. Higher-voltage machines running lower-voltage recipes will Overclock the recipes. And Overclocked recipe consumes power as if it were a tier up (4x EU/t), and be completed in 1/2 the time. This does mean that overclocked machines are less energy efficient (4x voltage, 1/2 time, 2x total energy usage), however such is the cost of technology, speed, and industrialization. @@ -44,6 +44,8 @@ These behaviors mean that a Battery can be used to stabilize the power feed to a have sufficient power to run continuously, counteract Powerstalling, and allow the machine to buffer enough power to run for short bursts and finish important recipes. +In the ancient days of IndustrialCraft 2, Redstone Dust could be placed in a machine's battery slot to provide 1000 EU +to the machine. This is *not* a feature in GregTech Modern. ## Multiblock Machines Starting from the Electric Blast Furnace as the gateway to MV, and expanding greatly in HV and IV, Multiblock Machines From ffb657162ee394b43cb98191a987b34c8515ab3d Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Mon, 29 Sep 2025 18:37:17 -0500 Subject: [PATCH 5/9] maybe actually have a full tier list. --- docs/content/Gameplay/Electricity/index.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/docs/content/Gameplay/Electricity/index.md b/docs/content/Gameplay/Electricity/index.md index caae47c1487..925d8e2b9a9 100644 --- a/docs/content/Gameplay/Electricity/index.md +++ b/docs/content/Gameplay/Electricity/index.md @@ -12,9 +12,11 @@ Batteries and Machines store EU in an internal buffer, but all EU transportation * Voltage (V) is the power tier of a device, and the size of an energy "packet" which is emitted by Generators and received by Machines. -* Cables and Machines have a voltage tier (LV, MV, HV . . .), which is the maximum voltage they can safely carry or receive. -Carrying or receiving unsafe Voltages can be highly destructive. Each successive voltage tier is 4x the voltage of the -previous. (LV = 32V, MV = 128V, HV = 512V . . .) +* Cables and Machines have a voltage tier, which is the maximum voltage they can safely carry or receive. +Carrying or receiving unsafe Voltages can be highly destructive. + * Tiers are referred to using a two or three letter abbreviation. In order, the full list of tiers is: + * ULV, LV, MV, HV, EV, IV, LuV, ZPM, UV, UHV, UEV, UIV, UXV, OpV, MAX + * Each successive voltage tier is 4x the voltage of the previous. (LV = 32V, MV = 128V, HV = 512V . . .) * Transformers can be used to convert power at a voltage tier into the voltage above or below. * Amperage (A) is how many Voltage packets are being carried at the same time in parallel. * Voltage x Amperage results in **EU/t**. EU/t x Time results in **Total EU**. From dcd45cf142366a0250b2beaf55b8a9347f8c6b1f Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Mon, 29 Sep 2025 18:38:53 -0500 Subject: [PATCH 6/9] ambiguous grammar --- docs/content/Gameplay/Electricity/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/content/Gameplay/Electricity/index.md b/docs/content/Gameplay/Electricity/index.md index 925d8e2b9a9..49eb6c367f1 100644 --- a/docs/content/Gameplay/Electricity/index.md +++ b/docs/content/Gameplay/Electricity/index.md @@ -17,7 +17,7 @@ Carrying or receiving unsafe Voltages can be highly destructive. * Tiers are referred to using a two or three letter abbreviation. In order, the full list of tiers is: * ULV, LV, MV, HV, EV, IV, LuV, ZPM, UV, UHV, UEV, UIV, UXV, OpV, MAX * Each successive voltage tier is 4x the voltage of the previous. (LV = 32V, MV = 128V, HV = 512V . . .) - * Transformers can be used to convert power at a voltage tier into the voltage above or below. + * Transformers can be used to convert power at a voltage tier into the voltage above, or vice-versa. * Amperage (A) is how many Voltage packets are being carried at the same time in parallel. * Voltage x Amperage results in **EU/t**. EU/t x Time results in **Total EU**. * Blocks that emit EU will only emit EU from a single designated output side, usually marked with a large colored dot. From dbe000ffc304eaef020592e04c2743e78b9517f4 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Tue, 30 Sep 2025 00:55:30 -0500 Subject: [PATCH 7/9] dynamo hatches emit as many amps as they say they emit --- docs/content/Gameplay/Electricity/Generators.md | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/docs/content/Gameplay/Electricity/Generators.md b/docs/content/Gameplay/Electricity/Generators.md index 60c62f4fd75..ee4043d6a61 100644 --- a/docs/content/Gameplay/Electricity/Generators.md +++ b/docs/content/Gameplay/Electricity/Generators.md @@ -52,6 +52,11 @@ All Multiblock Generators: one side of the generator. The Dynamo Hatch used determines the maximum output of the generator. Dynamo Hatches come in several variants, with different Voltage *and Amperage* output values, allowing a single multiblock generator to produce multiple Amps of power at their voltage. This helps compensate for their large size. + * A Dynamo Hatch determines the Voltage and the Maximum Amperage output by the generator. This is **not** the same as + the amount of EU the generator produces per tick. While using an undersized Dynamo Hatch will limit the maximum + output of the generator, using an oversized Dynamo Hatch will result in a generator which awakens from idle and + emits a much higher amperage than its on-paper sustained power generation for a few seconds, until the Dynamo's internal + energy buffer drains. * Have efficiency boosts. Depending on their configuration, multiblock generators can produce significantly more EU per mB of fuel than singleblock generators. This further compensates for their size, allowing larger and more powerful machinery to be operated using a smaller fuel source. From 0936b58290f407f102c4fea88d9cc23ea2c50857 Mon Sep 17 00:00:00 2001 From: DilithiumThoride Date: Wed, 1 Oct 2025 12:13:59 -0500 Subject: [PATCH 8/9] Apply suggestions from code review Co-authored-by: Jurre Groenendijk --- docs/content/Gameplay/Electricity/Energy-Storage.md | 2 +- docs/content/Gameplay/Electricity/Generators.md | 4 ++-- docs/content/Gameplay/Electricity/Machines.md | 2 +- docs/content/Gameplay/Electricity/index.md | 10 +++++----- 4 files changed, 9 insertions(+), 9 deletions(-) diff --git a/docs/content/Gameplay/Electricity/Energy-Storage.md b/docs/content/Gameplay/Electricity/Energy-Storage.md index a85241d3e6c..8f1fe5f515f 100644 --- a/docs/content/Gameplay/Electricity/Energy-Storage.md +++ b/docs/content/Gameplay/Electricity/Energy-Storage.md @@ -20,7 +20,7 @@ have a dedicated Battery slot, marked with a lightning bolt. A Battery placed in * Charge from the machine's energy buffer, if the machine's buffer is above 2/3s full * Discharge to feed the machine's buffer, if the buffer is below 1/3 full * Batteries held in a player's inventory will use their held charge to recharge electric tools or Armor that the player -is holding or wearing. This behavior can be deactivated by shift-right-clicking while holding the battery. +is holding or wearing. This behavior can be (de)activated by shift-right-clicking while holding the battery. * Batteries can be placed in Turbochargers to rapidly recharge them. A Turbocharger will accept up to 4 Amps of power per electric item contained (Batteries, Tools, Armor), and distribute that power among their contained batteries. * Batteries can be placed in Battery Buffers, which will be discussed next. diff --git a/docs/content/Gameplay/Electricity/Generators.md b/docs/content/Gameplay/Electricity/Generators.md index ee4043d6a61..bc4a2dc2099 100644 --- a/docs/content/Gameplay/Electricity/Generators.md +++ b/docs/content/Gameplay/Electricity/Generators.md @@ -28,7 +28,7 @@ Singleblock generators come in several variants, each accepting different fuels. output Distilled Water; this is a feature of the multiblock Large Steam Turbine (discussed below) but not the basic singleblock turbines * Gas Turbines produce EU from combustible gasses such as Methane and Benzene. -* Combustion Engines produce EU from liquid oils and biodiesels. Combustion Engines benefit very heavily from refining +* Combustion Engines produce EU from Petrochemicals and Biofuels. Combustion Engines benefit very heavily from refining fuel before burning it. Singleblock generators are simple to operate, but are relatively expensive, often more expensive than the machines they @@ -66,7 +66,7 @@ machinery to be operated using a smaller fuel source. There are two primary types of Multiblock Generators: the Large Combustion Engine, and Large Turbines. ### Large Combustion Engines -The Large Combustion Engine and Extreme Combustion Engine are the simpler of the large generator types. They consume +The Large Combustion Engine (EV) and Extreme Combustion Engine (IV) are the simpler of the large generator types. They consume Combustion Engine fuels to produce EU. They also passively consume Lubricant to operate. The output and energy efficiency of an LCE/ECE can be significantly increased by feeding the generator with Oxygen (LCE) diff --git a/docs/content/Gameplay/Electricity/Machines.md b/docs/content/Gameplay/Electricity/Machines.md index 3946f052dda..759bdc0aec6 100644 --- a/docs/content/Gameplay/Electricity/Machines.md +++ b/docs/content/Gameplay/Electricity/Machines.md @@ -53,7 +53,7 @@ are the answer to needing more processing speed and volume, or doing processes w run in singleblock machines. All multiblock electric machines: * Perform recipes to produce or convert items or fluids. - * Multiblock machines have an additional operating mode called Batch Mode. Batch Mode is enabled via a toggle button + * Some Multiblock machines have an additional operating mode called Batch Mode. Batch Mode is enabled via a toggle button in the multiblock's Controller. Batch Mode has no effect on recipes that take longer than 2.5 seconds (after overclocks). However, for any recipes shorter than 2.5 seconds, the machine will attempt to combine together multiple recipe runs into a single large batch, completing as many recipes as possible within 5 second periods, combining their inputs and diff --git a/docs/content/Gameplay/Electricity/index.md b/docs/content/Gameplay/Electricity/index.md index 49eb6c367f1..bb304a95edf 100644 --- a/docs/content/Gameplay/Electricity/index.md +++ b/docs/content/Gameplay/Electricity/index.md @@ -1,12 +1,12 @@ # Electricity -The vast majority of GregTech Modern machines run on Electricity, also known as EU ("energy units"). Electricity and +The vast majority of GregTech Modern machines run on Electricity, also known as EU ("Energy Units"). Electricity and Electric machines share several common safety and behavior rules. ## General concepts of EU -* EU is produced by [**Generators**](./Generators.md) every tick -* [**Electric Machines**](./Machines.md) consume EU every tick while operating -* Batteries and Battery Buffers act as EU [**Storage**](./Energy-Storage.md) -* [**Cables and Transformers**](./Cables-and-Transformers.md) transport EU between generators, storage, and machines +* EU is produced by [**Generators**](./Generators.md) every tick. +* [**Electric Machines**](./Machines.md) consume EU every tick while operating. +* Batteries and Battery Buffers act as EU [**Storage**](./Energy-Storage.md). +* [**Cables and Transformers**](./Cables-and-Transformers.md) transport EU between generators, storage, and machines. Batteries and Machines store EU in an internal buffer, but all EU transportation is done using **Voltage** and **Amperage**. From 7182fe532b139fb290e413febcf2490834ef4081 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Wed, 1 Oct 2025 12:45:25 -0500 Subject: [PATCH 9/9] Apply review changes round 2 --- .../Gameplay/Electricity/Energy-Storage.md | 15 ++++++++------- docs/content/Gameplay/Electricity/Generators.md | 8 ++++---- docs/content/Gameplay/Electricity/Machines.md | 4 ++-- 3 files changed, 14 insertions(+), 13 deletions(-) diff --git a/docs/content/Gameplay/Electricity/Energy-Storage.md b/docs/content/Gameplay/Electricity/Energy-Storage.md index 8f1fe5f515f..7e6db922d25 100644 --- a/docs/content/Gameplay/Electricity/Energy-Storage.md +++ b/docs/content/Gameplay/Electricity/Energy-Storage.md @@ -1,8 +1,8 @@ # Electric Energy Storage -Generators are expensive. It's often useful to make a small bank of generators to power a large array of machines, -understanding that the machines will not usually all be operating at full power at the same time. This becomes especially -true at EV and beyond, when singleblock generators are no longer an option. To answer these concerns and give power stability, -Energy storage. +[Generators](./Generators.md) are expensive machines. While it is possible to build a generator to power every machine, +it's much less expensive to build a small number of generators, and a means to store the generated EU, allowing a small +number of generators to power a large array of machines. This becomes especially applicable in EV and beyond, where +singleblock generators are no longer available. GregTech Modern contains three primary forms of energy storage: Batteries, Battery Buffers, and the Power Substation. @@ -19,8 +19,9 @@ Batteries can be used in four ways: have a dedicated Battery slot, marked with a lightning bolt. A Battery placed in this slot will: * Charge from the machine's energy buffer, if the machine's buffer is above 2/3s full * Discharge to feed the machine's buffer, if the buffer is below 1/3 full -* Batteries held in a player's inventory will use their held charge to recharge electric tools or Armor that the player -is holding or wearing. This behavior can be (de)activated by shift-right-clicking while holding the battery. +* Batteries carried in a player's inventory will use their held charge to recharge electric tools or Armor that the player +is holding or wearing, at a rate of 1 Amp per tick. This behavior can be (de)activated by shift-right-clicking while +holding the battery. * Batteries can be placed in Turbochargers to rapidly recharge them. A Turbocharger will accept up to 4 Amps of power per electric item contained (Batteries, Tools, Armor), and distribute that power among their contained batteries. * Batteries can be placed in Battery Buffers, which will be discussed next. @@ -34,7 +35,7 @@ bulk energy storage and power supply stabilization from LV through mid EV. In early EV, Battery Buffers also have an important further usage. A Battery Buffer can have an Energy Detector or Advanced Energy Detector Cover attached, to read the total energy contained within their held batteries. This readout is emitted as a Redstone Signal, which can be fed to a Machine Controller cover placed on a [Large Steam, Gas, or Plasma -Turbine](./Generators.md#large-turbines). This setup can then be used to automatically turn the Turbine on when the +Turbine](./Generators.md#large-turbines). This setup can then be used to automatically turn the Turbine On when the batteries run low, and Off when the batteries fill, greatly saving fuel and ensuring that full power is available at all times, regardless of if the Turbines are spun up or not. diff --git a/docs/content/Gameplay/Electricity/Generators.md b/docs/content/Gameplay/Electricity/Generators.md index bc4a2dc2099..232cf82a1de 100644 --- a/docs/content/Gameplay/Electricity/Generators.md +++ b/docs/content/Gameplay/Electricity/Generators.md @@ -28,8 +28,8 @@ Singleblock generators come in several variants, each accepting different fuels. output Distilled Water; this is a feature of the multiblock Large Steam Turbine (discussed below) but not the basic singleblock turbines * Gas Turbines produce EU from combustible gasses such as Methane and Benzene. -* Combustion Engines produce EU from Petrochemicals and Biofuels. Combustion Engines benefit very heavily from refining -fuel before burning it. +* Combustion Engines produce EU from liquid Oils, Diesels, Gasolines, and Biofuels. Combustion Engines benefit very +heavily from refining fuel before burning it. Singleblock generators are simple to operate, but are relatively expensive, often more expensive than the machines they give power to. While it is possible to directly feed machines with generators, it is often preferable to build a small @@ -66,8 +66,8 @@ machinery to be operated using a smaller fuel source. There are two primary types of Multiblock Generators: the Large Combustion Engine, and Large Turbines. ### Large Combustion Engines -The Large Combustion Engine (EV) and Extreme Combustion Engine (IV) are the simpler of the large generator types. They consume -Combustion Engine fuels to produce EU. They also passively consume Lubricant to operate. +The Large Combustion Engine (EV) and Extreme Combustion Engine (IV) are the simpler of the large generator types. They +consume Combustion Engine fuels to produce EU. They also passively consume Lubricant to operate. The output and energy efficiency of an LCE/ECE can be significantly increased by feeding the generator with Oxygen (LCE) or Liquid Oxygen (ECE). This boost doubles the fuel consumption of the generator, but triples (LCE) or quadruples (ECE) diff --git a/docs/content/Gameplay/Electricity/Machines.md b/docs/content/Gameplay/Electricity/Machines.md index 759bdc0aec6..644e1a0ed14 100644 --- a/docs/content/Gameplay/Electricity/Machines.md +++ b/docs/content/Gameplay/Electricity/Machines.md @@ -53,7 +53,7 @@ are the answer to needing more processing speed and volume, or doing processes w run in singleblock machines. All multiblock electric machines: * Perform recipes to produce or convert items or fluids. - * Some Multiblock machines have an additional operating mode called Batch Mode. Batch Mode is enabled via a toggle button + * Most Multiblock machines have an additional operating mode called Batch Mode. Batch Mode is enabled via a toggle button in the multiblock's Controller. Batch Mode has no effect on recipes that take longer than 2.5 seconds (after overclocks). However, for any recipes shorter than 2.5 seconds, the machine will attempt to combine together multiple recipe runs into a single large batch, completing as many recipes as possible within 5 second periods, combining their inputs and @@ -82,7 +82,7 @@ Items, Fluids, Energy, and other interactions are done with the multiblock struc tier. Instead, multiblock machines operate at a voltage tier equal to the combined input of all of their energy hatches. * Standard Energy Hatches accept 2 Amps of power on-tier, and provide this power to their associated Controller. An Energy Hatch which receives an amp of power of a voltage above its tier will **explode**. - * Most multiblock machines can accept multiple energy hatches, allowing them to be either uptiered or overclocked + * Most multiblock machines can accept multiple energy hatches, allowing them to run recipes at higher tiers using lower-tier components. This is immediately used on the Electric Blast Furnace, which requires MV power to run most recipes but can only be initially built using LV Energy Hatches. As such, a player's first EBF must be constructed using two LV Energy Hatches, and fed by four LV Generators (or a [4x Battery Buffer](./Energy-Storage.md#battery-buffers)).