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 (Paused)
 * Other small things (nothing yet)
 * German translation (In progress)

Energy Conversion Guide
This is a small guide for the ingame conversion of energies between different systems.

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)
 * Rocket Fuel = (Ender IO) Rocket Fuel
 * Shaft = RotaryCraft Shaft
 * 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. Extra Utilities, which needs also the libraries CoFH Core and CoFH Lib.

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 examples
The conversation of energy can occur in two different ways, both about mods.

1.) Conversion Blocks

 * 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 specific mod is e.g. "Power Converters". Some other mods, e.g. Buildcraft, ReactorCraft or PneumaticCraft, has his own energy production but additionally contain conversion blocks to make your own energy for other systems used (see the list of energy systems).

1.1) Example "Power Converters"



 * Picture 1 shows a demonstration for a Conversion Block from Power Converters. The Geothermal Generator on the right (1) produces EU (LV) and infect this in the copper cable. The Conversion Block in the middle (2,3,4) convers the EU to RF and infect this in the Emerald Kinesis Pipe and further in the Cobblestone Kinesis Pipe pipe what the Chemical Decomposer uses. The Conversion Block consists of 3 different blocks:


 * Block (2) is the EU LV Consumer which functions as an input and receives the available energy (in this example "EU") in the Conversion Block.
 * Block (3) is the Energy Bridge. This is the main block, which controls the conversion.
 * Block (4) is the RF Producer which functions as an output for the converted energy (in this example "RF").


 * The GUI shows the process of conversion between the input of EU in the north and the output of RF in the south of the Energy Bridge. Furthermore on the bottom a storage status is displayed.

1.2) Example "PneumaticCraft"



 * Picture 2 shows a demonstration for the transformation of compressed air into EU.
 * On the left side there is a Advanced Air Compressor that produced by fuels, such as coal, compressed air and passes via pneumatic tubes to the Penumatic Generator. This generator is a own conversion block from PneumaticCraft and produces, at a pressure of 15 bar, EU, which is input into the copper cable and powers the Electric Furnace from IndustrialCraft 2.

1.3) Example "RotaryCraft"
planed

2.) Instant Conversion

 * 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.
 * Specific conversion mods:
 * Power Converters
 * EnetBridge
 * Universal Electricity Core


 * For example "EnetBridge" is a addon mod for IndustrialCraft 2 Experimental. This 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 IndustrialCraft 2 all energy's (EU, MJ, RF and FZ) are available. Thus all machines can be operated at least support one of these energy's.
 * The currently transformation ratios are :
 * EU <-> RF 3:25
 * EU <-> MJ 3:1
 * EU <-> FZ Charge 1:1

2.1) Example "EnetBridge"



 * Picture 3 shows a demonstration for an instant energy conversion with EnetBridge. The picture shows a Geothermal Generator from IndustrialCraft 2 on the left side and a Chemical Decomposer from MineChem on the right side.
 * Both are connected with a insulated copper wire from IndustrialCraft 2. The EU energy from the geothermal generator is injected into the cable and and is set equal to RF, among other systems. The Chemical Decomposer uses the RF energy and the EU is consumed in a specific conversion ratio.
 * Please Note: The Chemical Decomposer is not fully loaded. However, if the energy are consumed, EnetBridge starts to work again and loads the Chemical Decomposer.

List of mods with energy systems
Explanation: P (Production), U (Use), C (Conversion)

German translation
Translation Portal

Translation Rules
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 * Module 1:
 * Module 2:

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 * Navbox 1:

--> becomes --> >>> Translation on the third unnamed parameter position (if too few parameters, then ) ! becomes
 * Template 1:


 * Links 1:

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Article Creation Rules

 * Links in translatable articles