GregTech 5/Electricity

Since version 5.0 (for Minecraft 1.7.2) GregTech has its own Energy System since GregoriusT was not satisfied with Energy System.

Voltage and Amperage
GregTech uses the terms Voltage (V) and Amperage (A) to describe its new Power system. One "Amp" is roughly the same as one EU Packet from IC2, and "Voltage" is the size of that packet.

EU/t is the total EU received. For example, if a machine receives one 32V packet and another 24V packet, the total EU/t received is 32 + 24 = 56 EU/t.

Unlike the IC2 energy system, all GregTech energy-interacting blocks have limits on both the Voltage and the Amperage they can interact with.

Different machine blocks accept and emit different Amperages.
 * GregTech will input 4A and output 1A if used to step-up Voltages; they will input 1A and output 4A if used to step-down.
 * input 2A per Battery and output 1A per Battery.
 * input 8A per Battery and output 4A per Battery.
 * and accept 2A.
 * accept 2A input.
 * accept 10A input.
 * accept 3A input.
 * ,, and accept 2A input.
 * All other accepting machine blocks accept at least 1A, depending on recipe: The amperage is equal to twice the recipe's EU usage, divided by the machine's voltage input, rounded down and added to 1. This 1A in case if you don't have full a machine energy buffer.
 * An LV Centrifuge performing a 5 EU recipe accepts 1A
 * An LV Chemical Reactor performing a 30EU recipe accepts 2A
 * An LV Arc Furnace performing a 96EU recipe accepts 7A
 * Generators output 1A.

You do need to be careful when trying to power machines:
 * Machines that get a higher Voltage than they can handle explode. Machines will not receive voltage until they need it, so the machine may not actually explode until it begins working!
 * Excess Amperes fed into machines have no effect as long as the voltage is below the machines' limit. A machine will not draw current unless it needs power, and it will not draw fractions of an ampere. This makes machines self-regulating with regards to power.

Machines and recipes each have voltage tiers. The tier of a Multiblock Machine is determined by its. Machine and recipe tiers do interact, and must be paid attention to.

Recipes can be overclocked multiple times if a machine is more than one tier above a recipe's tier.
 * If a recipe has a minimum required voltage within a higher tier than that of the machine, the recipe cannot be carried out.
 * If a recipe has a minimum required voltage within the same tier as the machine, the recipe functions normally.
 * If a recipe has a minimum required voltage within a lower tier than that of the machine, the recipe is overclocked. Overclocked recipes are carried out at double normal speed, double normal total energy, and thus quadruple normal energy per tick.

GregTech has 10 Voltage Tiers as of version 5.0.

Note: ULV Tier counts as Tier 0.

Cables and Loss
Given that GregTech has its own power system now, you will need to use GT cables for powering GT machines. Do note that the only machine capable of accepting IC2 EU in GT is the  (Not to be confused with the IC2 Transformer).

All GT Cables have a max Voltage, max Amperage and a Loss: Do note that packets can rebound. Even if the logical path that a packet dictates that EU should not travel in that direction, you should not take for granted that your cables will not have some stray EU packets travelling through them. For example a 32V package is sent trough a Tin Cable which has a loss of 1EU per block to a machine 8 blocks away. After 8 blocks of cables the 32V Package is down to 24V when it arrives at the machine. Should the machine need for example 30EU/t to operate. A second package sent in the same tick is needed every 4 Ticks. Thus a 2A supply is needed for the machine with this setup. Cable losses are applied to each EU Package, netting you a 2x power loss.
 * Cables that get packets higher than their maximum Voltage will catch fire and melt.
 * Cables that have more Amperes travelling through them than their maximum Amperage limit will catch fire and melt.
 * The loss of a cable is per Block a EU package travels.

Each Material has 1x, 2x, 4x, 8x 12x and 16x uninsulated Wires and 1x, 2x, 4x, 8x and 12x Insulated Cables.

Do note that Uninsulated Wires have 2x the loss as Insulated Cables.

Here is an example:
 * A 1x Tin Cable can handle 1A and 32V at a loss of 1V/m. This means that the EU packet can travel 32 blocks before it dies.
 * A 1x Tin Wire can handle 1A and 32V at a loss of 2V/m. In this case, the EU can travel 16 blocks only.

Below is a table of the current properties of various types of cables in GregTech:

(*No insulated Cable version) (**No crafting recipe yet)

Also any GT Block and Battery outputting Energy has an energy loss on output. This means there is no such thing as lossless cables in GregTech.

A power outputting machine will take (8 * 4 ^ Tier) + (2 ^ Tier) EU from its storage and output only (8 * 4 ^ Tier) EU. The energy lost is therefore (2 ^ Tier).

An example: Say a turbine is supposed to output 32V.

output = 32 = (8 * 4 ^ Tier).

Solving for Tier gives you 1. The energy loss will then be (2 ^ Tier). In this case it is 2.

So the turbine takes 34 EU from its storage, voids 2 EU per packet and then outputs 32 EU.

Here is a table documenting some of the cable properties in GregTech:

Optimal Cable length between Batteries for maximum efficiency.

The EU loss of GregTech Cables and Batteries scales linearly with the number of sequential Cables and the number of Batteries, but since voltage is topped up at every battery there will be a loss that is increasing exponentially for every identical segment of a Battery and x-number of Cable links. This exponential loss from more batteries also reduces the impact of the linear loss, but this ofc comes at the cost of more exponential loss. This means that there must exist a sweet spot, because with short segments the extra exponential loss of more segments will be more detrimental to the efficiency than the linear loss from making each segment longer, for long segments this will be reversed. So lets do the math!

Lets first define our terms, a segment is the length of a Battery plus a number of sequential Cables. The efficiency of such a segment will be (8 * 4^T - (D - 1)L) / (8 * 4^T + 2^T). T is the tier (ULV is tier 0, LV is tier 1 and so on). L is the loss of the cable in voltage/meter/ampere. D is the distance of the segment, so the length of the Cables plus the battery.

But this is no good since we want to figure out the optimal length when there is an element of exponential decline that we haven't accounted for. We do this by making an expression of how much efficiency we get in each single block if there was a uniform exponential decline over the whole segment. This turns out to be ((8 * 4^T - (D - 1)L) / (8 * 4^T + 2^T))^(1 / D).

We now take the derivative of that expression with respect to D to get how the efficiency changes when we change the length of the segments, when we do this we get such a ghastly monstrosity that not even WolframAlpha can deal with it algebraically. But this wont stop us on our quest for efficiency! Lets solve it numerically!

Step 1: go to http://www.wolframalpha.com/ because we are lazy. Step 2: Enter "(d/dD) ((8 * 4^T - (D - 1)L) / (8 * 4^T + 2^T))^(1 / D) = 0, T=, L=". It will solve the problem numerically for each separate case. So if you want to know the optimal length of Annealed Copper Cable between your MV Batteries, you enter T=2, L=1 and it will give you the optimal length of each segment (This includes the battery!). In the case of Annealed Copper Cable this turns out to be about 24.1, so 23 cables between each battery is optimal. For more information on other cables, see the table above.

Machine explosions
Using GregTech machines without thought and care can be fairly unsafe. If a machine gets contact with rain on any of the 6 sides of the block, it can catch fire. If a machine gets lit on fire, it can explode.

Energy conversions
GregTech machines does not accept EU from IndustrialCraft² cables and some other mods EU powered blocks does not accept GregTech cables, thus there is the need to convert IC2 EU and GT5 EU back and forth.

Conversion between IC2 EU and GT5 EU
Prior to GT5U 5.09.33.01, GT5 cables used to refuse to receive IC2 EU. To convert IC2 EU into GT5 EU, one needed to connect (read put directly adjacent) a GT transformer input to an IC2 Energy Source output side. This means connecting the output dot of a IC2 transformer/storage block to the input dot of a GT transformer.

As of the aforementioned version of GT5U, GT5 cables can receive IC2 EU and send it to GT5 machines.

To convert GT5 EU into IC2 EU, simply connect GT cables to IC2 blocks.

Example screenshots of IC2 and GT5 EU conversions:



Conversion from GT5 EU to AE
To convert GT5 EU into "AE", connect GT cables to. Note that the conversion is performed in a somewhat lossy way: GT5 cables transmit an EU packet as long as the Energy Acceptor is demanding some amount of energy, and the entire packet is consumed regardless of whether there is excess EU in the packet that the acceptor doesn't actually need. This means sending overly large EU packets to the acceptor wastes a large portion of EU most of the time. On the other hand, GT5 cables tries to inject as many EU packets (i.e. amperes) in a single tick until the Energy Acceptor stops demanding energy, so sending overly small EU packets occupies more capacity of available amperes.

Conversion from GT5 EU to gJ
GT5 EU can be converted to Galacticraft Joule (gJ) by connecting GT cables to gJ accepting machines. The conversion rate is the same as that of IC2 EU to gJ.

Conversion between GT5 EU and RF
When the configuration item OutputRF in GregTech/OverpoweredStuff.cfg is set to true, which is true by default, GT5 cables can be connected to Redstone Flux (RF) accepting blocks and can send EU as RF at the conversion rate of 100 EU to 360 RF by default. If RFExplosions is also true, which is false by default, the cable explodes when it ’’attempts’’ (not succeeds) to transmit 600 times more RF than the block can store at once.

Unlike the AE2 case, converting from EU to RF is lossless. GT5 cables have an RF buffer to store excess RF that hasn't been consumed yet, and they try to use the stored RF before consuming the next EU packet.

When the configuration item InputRF</tt> is set to true</tt>, which is false</tt> by default, GT5 s can receive RF from their input side at the rate of 100 RF to 20 RF by default.