User:LuminousLizard/Sandbox

'''This is the sandbox of LuminousLizard ... constructive ideas, comments and corrections to my ideas are welcome. But please with signature !!!'''


 * My current projects:
 * Energy Conversion Guide (in progress)
 * Other small things (nothing yet)
 * German translation (already in progress)

Introduction
In this huge amount of mods for minecraft, they are a couple of systems for energy they was created parallel. Everyone of those energy systems has established in a group of mods to power maschines or to storage. Following energy systems are represented in a couple of mods:


 * AE2 = Applied Energistics 2 Powergrid
 * Air = Compressed Air (PneumaticCraft)
 * Biofuel = MineFactory Reloaded Biofuel
 * Charge = Factorization Energy
 * Ethanol = Forestry Ethanol
 * EU = Energy Unit (IndustrialCraft 2)
 * Fuel = BuildCraft Fuel
 * FW = Fire Water (Ender IO)
 * Joule = Mekanism Joule
 * LC = Liquifacted Coal (Thermal Expansion)
 * MJ = Minecraft Joule (BuildCraft) [in Minecraft 1.7.10 not longer actively used but still available for compatibility issues to mods]
 * RF = Redstoneflux or Redflux (Thermal Expansion)
 * Steam (GT) = GregTech Steam
 * Steam (IC2) = IndustrialCraft 2 Steam
 * Steam (RC) = Railcraft Steam
 * UE = Universal Electricity Core
 * Watt = RotaryCraft power

But for what conversion systems are now required? Some mods, such as Minechem, have support for an energy system for operating the machines (in Minechem is this RedFlux). But they don't have energy-producing machines themselves. In this case, either you will add a mod to the game, that can produce RedFlux, e.g. ExtraUtilities, which needs also the libraries CofHCore and CofHLib. Or you use the energy system from an other tech mod you have already installed from the beginning, e.g. IndustrialCraft 2, and convert the energy from EU to RF. In this case you don't need to build up a secound energy production, or, in the case of many mods, a third and fourt energy production for respectively a handful maschines. You can focus on one powerful system and convert this energy in other energys you need.

Conversion Systems and Mods
The conversation can occur in two different ways, both about mods. 1.) The first way, and mod type, is the use of conversion blocks, which will be placed between two lines of different energy systems. Those blocks automatically converts the produced and available energy from the one system into another form of energy and hand them to the appropriate line. Such a mod is e.g. "PowerConverters".

2.) The second way, and mod type, is the use of instant conversation mods. These mods set equal to the energies of the support systems, so that the operation of machines without conversion block. Such a mod is e.g. "EnetBridge" for IndustrialCraft 2 Experimental. This addon mod converts the energy systems of MJ, RF and FZ with the energy system of Industrial Craft 2 (EU) in a specific ratio equal. This means that in the cables of Industrial Craft all energy's (EU, MJ, RF and FZ) are available. Thus all machines can be operated at least support one of these energy's.


 * Specific conversion mods:
 * PowerConverters
 * EnetBridge
 * Universal Electricity

List of mods with energy systems
 Which version of Minecraft is this for? MJ is gone in 1.7.10 -- Chocohead Nag • Edits • Staff 22:14, 3 December 2014 (UTC)
 * Mhhh OK ... that's new for me. This wiki is still in BuildCraft MJ and that's what I know yet, probably outdated knowledge. I have recently read on the official page and you're right. Am I correct that only "kinetics" is transmitted between engine and maschine, respectively the pipes ??? In addition, there is still the fuel that counts as an energy system too. Just like the biofuel of Forestry. I think, that I specify differences between versions of a mod in the table. Thanks for the comment :) ! --LuminousLizard de-native / "en-B2" (talk) 22:39, 4 December 2014 (UTC)


 * There's still Fuel and Oil, and all that really changed is that anything that used to use MJ now just uses RF but 10x as much compared to MJ.  Chocohead Nag • Edits • Staff 23:19, 4 December 2014 (UTC)


 * OK, Kinetic I've taken out and MJ I've marked but still left, because BuildCraft still has a converter to MJ for old mods. --LuminousLizard de-native / "en-B2" (talk) 11:59, 6 December 2014 (UTC)


 * I added IC2 Steam to your list too, but I'm not trying to work out where it would go on your table ;)  Chocohead Nag • Edits • Staff 11:59, 6 December 2014 (UTC)


 * Thanks and no problem ... I have trouble with my own table xD ! --LuminousLizard de-native / "en-B2" (talk) 19:49, 6 December 2014 (UTC)

What about RedPower 2's Charge system, are you going to bother mentioning that?  Chocohead Nag • Edits • Staff 20:10, 6 December 2014 (UTC)
 * Uhhh ... the next system I don't know. If the system is not used in other mods, I think we do not need to call it. Because it is then only used for things that are already included in the mod. Thanks for the correction and extension of the table. Do you know what energy systems Universal Electricity convert ? I don't know exactly what Universal Electricity makes and in the wiki article and on the official site is no discription. I know, that I need the RF generator from extra Utilities and Universal Electricity as a bridge for the MineChem machines. Therefore: RF => UE => MineChem machines, but not more ! --LuminousLizard de-native / "en-B2" (talk) 21:44, 6 December 2014 (UTC)


 * RedPower did allow MJ to be generated from charge, so I think it should go on the list. As for UE, I've never played with it, so I have no idea.  Chocohead Nag • Edits • Staff 17:43, 7 December 2014 (UTC)


 * OK ... I have added it. I'll work on the explanations in the next time and even build an example with Power Converters and maybe add an image. Also, I have considered a "spider web", which contains the most important mods for conversion all forms of energy (for review). --LuminousLizard de-native / "en-B2" (talk) 21:34, 8 December 2014 (UTC)

Explanation: P (Production), U (Use), C (Conversion)

German translation
Translation Portal

Translation Rules
]] l{"Steam Machines (GregTech)","Steam"} --[[ becomes ]] l{"Steam Machines (GregTech)","Translated"} --[[ >>> Translation on the second parameter position (if no second parameter, copy first to second) ! ni{"LV Dynamo Hatch","Dynamo Hatch"}, becomes ni{"LV Dynamo Hatch","Dynamo Hatch","Translated"},
 * Module 1:
 * Module 2:

ni{"Something"}, becomes ni{"Something", "Something", "Translated"}, >>> Translation on the third parameter position (if no third parameter, copy second to third; if no second parameter, copy first to second and third) ! --> becomes -->
 * Navbox 1:

--> becomes --> >>> Translation on the third unnamed parameter position (if too few parameters, then ) !