This mod idea is based on PowerCrystals "Power Converters" Mod.
You probably know the feeling when you start your base, completly decked out in RF based machines like sag mills or arc furnaces... and then you need that one industrial craft machine to craft your jetpack. This mod helps you generate the needed energy by converting from one energy type (i.e. Redstone Flux) to another (IndustrialCrafts EU). You can even convert from EU to EU... if you want to do that for some reason...
Energy Converters provide you 3 different Block Types: Energy Consumers, Energy Producers and the Energy Bridge.
The Energy Consumer will consume energy from an energy source and store it inside an adjacent Energy Bridge. An Energy Producer will convert that energy to another type - just connect a cable or any machine to the producer and you are good to go.
A single energy bridge supports up to 6 consumers and/or producers (1 per side) - but any consumer/producer may only connect to one bridge at a time!
The mod currently supports
- Redstone Flux (RF)
- IC2 EU (Lv, Mv, Hv, Ev, Iv)
- Tesla
- Forge Energy (FE)
- Special support for TechReborn (1.10.2 only, not needed in 1.11.2 since TR improved its FE support)
- Buildcraft (MJ)
The conversion rate is currently 1 Eu : 4 RF : 4 Tesla.
Recipes
Energy Bridge
IC2 Energy Producer (LV in this case, just replace the Transformer with any other transformer for its corresponding tier)
To get the Energy Consumer, just put any producer into a crafting grid and you get the corresponding consumer.
Modpack Permissions
Yes.
Hey,
first of all thank you for this mod. It's very useful and I like it very much.
I tried to convert EU into FE Energy using Dimensional Transceiver (Ender IO) to transfer my energy wireless and convert it back to EU (for Mass Fabricator) with use of HV Energy Producer.
I was a little bit surprised, because I input 8704 EU/t with Ulitmate Hybrid Solar Panels, but got only 512 EU/t back. I've seen in your changelog of v1.3.4 that you changed the output of every Energy Producer to its level and so the output of the HV Energy Producer to 512 EU/t. I found out, I could add 512 EU/t to the output through adding a second HV Energy Producer. But isn't there an easier solution than crafting an additional Energy Producer for every Solar Panel I add?
In reply to timhaagel:
I'm not sure why a single consumer can eat more than 512 EU/t - technically it shouldnt - but the producers need to provide the energy tier as well. If a producer gives off more power than the Tier allows, stuff just explodes. I suggest switching to EV or IV producers which support 2048 and 8192 EU/t respectivly (as long as you use the proper cables).
Could you support ProjectE, cant find any mods in 1.12.2 that convert it.
In reply to SirVapenation:
ProjectE doesn't have a power generation system like RF or EU
This mod would be absolutely perfect. The only problem are the recipes.
Why do I need to get Eye of Ender simply to enjoy the luxury of being able to convert power? This is far too expensive and restrictive.
I'm using IndustrialCraft 2 and Techguns as my only two tech mods. Techguns runs on RF/FE and has literally no power generators of its own. This means that with this combo, the entirety of Techguns content is locked behind an Eye of Ender progression gate, meaning I either need to get to a nether fortress or get a lucky drop from a chest somewhere, which is absolutely ridiculous.
Gold ingots have the same problem, to a lesser degree. Not all machines require gold, especially the starting ones, so this requirement is excessive as well.
I'd love it if there would at least be an option to enable cheaper recipes, so as to allow the use of the mod in early game, where it's actually most useful.
In reply to vykrom0d:
If you have an issue with the crafting, install a mod called craft tweaker and make your own recipe. It is a small and easy-to-use mod with very few mod conflictions.
In most versions of the game an eye of ender is easy to come across and a farmable resource. If the mod included alternate recipes it would only create further complications on whether the cheaper option is too cheap or not cheap enough, or why isn't there a more expensive option etc.
In reply to Forge_User_36812439:
I know about craft tweaker - that's what I'm actually using to solve the problem. That however is slapping a separate mod on top as a workaround, which is less than perfect.
I'm not entirely sure how having more options in the config is a complication. Unless there are any problems with the game to begin with, most people don't even have to look at the contents of the config file. Even if the cheaper/more expensive options are not ideal, it's still a lot better than being locked to a single recipe which doesn't make sense (in both gameplay sense and in-universe logic - why do I need a rare magical item to power my purely electric machines?).
The problem is not farming the eyes of ender. The problem is that they impose a content gate. The only ways to get them are:
A) - Happen upon a lucky drop from a chest in a randomly generated dungeon (which is extremely chancy and not at all reliable)
B) - Kill an enderman, build a nether portal, obtain enough gear to survive nether hazards, and kill a blaze.
Unless you're lucky, this eliminates using power converters in early game, until you reach nether tier. Again - if you want to power an RF-based content with EU/MJ (or vice versa), you literally cannot do that until you are able to fight blazes in the nether. In my opinion, this is a disproportionately big requirement for solving a problem which shouldn't even be a thing to begin with: every mod pointlessly using their own, incompatible power systems.
In reply to vykrom0d:
First of all, thank you for your feedback, I appreciate it.
Energy Converters is a mod that is pretty much a clone of the mod Power Converters, hence why most of the things are really similar. I dare to say, the recipes in energy converters are even cheaper than the power converters ones, but this type of balancing is probably subjective. (i.e. energy converters only needs 1 gold ingot in most cases while power converters needs 4). The actual pain point seems to be the eye of ender, so I'll focus on this and try to explain my reasoning:
Power Converters used an arguably equally expensive recipe:
I always try to make my recipes to somewhat reflect the lore behind the item that is being created. FE for example is based on RF (Redstone Flux) - which in turn has nothing to do with Electricity, it's Flux. I see the ender pearl as a magical device that a has the ability to create a gate to somewhere else. But Enderpearls are somewhat volatile and adding a piece of Blaze Powder stabilizes the ability to access remote places. This is used by the energy bridge to store the energy, that is being consumed by a consumer. When playing with the mod, I've never had an issue building the bridge when I needed it - and you are the first one complaining about the recipe, so I'm sorry to say I've never thought about the recipe being too pricey.
But I think this comes down to the fact that most people play purely with FE based mods and just don't want to build a full IC2 or Buildcraft Power Infrastructure to get a specific machine from the mod working. It's rare that people use a mod that only supports FE but doesn't bring any power generation by itself and yet they don't add a FE power mod. Trying to fix this issue by using a converter mod looks like an obvious choice, but complaining about the recipes in this specific usecase feels out of place. If anything, you should complain about techguns having no standalone power option or not supporting IC2s power system. But blaming me for "gating" you in your specific mod setup feels rather unfair. Let's face it, Energy Converters is a Workaround. If IC2 and Buildcraft would have support for FE in some way, this mod wouldn't exist. It's a way to add some convenience to a scenario many players face. Your scenario is just so rare, the mod wasn't really designed for this - so you have to live with additional workarounds to get your scenario working the way you want it.
That being said, let's talk about your suggestion for configurable recipes via the config:
I did not do this because this is considered bad practice by the Forge Developers. If you configure something specific like this, you need to ensure the server you are connecting to is using the exact same configuration or you will experience bugs or even crashes. In addition, I'm already using the recommended json recipe system rather than registering the recipes in code - which means it would be a fair amount of work to allow changing the recipes from a configuration file - but luckily we have crafttweaker.
But if you really don't like using crafttweaker, you could also modify the energy_bridge.json inside the energy converters mod jar file (jar is just like zip, you can extract it, change the file and pack it again). Or modify the source directly. The project is open source under MIT license and can be found on github https://github.com/Xalcon/EnergyConverters
Also, another note: 1.12 is the last MC version with kind of issue. Starting with 1.13, MC supports custom recipes via data packs and all of my mods that have been release (and all the ones that will come in the future) will support this. MC 1.12 is just so old by now that I don't have any motivation in supporting it. Supporting MC 1.15 + 1.16 is enough work for me, considering I do this work for free.
In reply to xalcon:
Let me just make it clear, I am not blaming anyone, for anything. I'm just saying what my experience with your mod is, that's all.
The logic of considering RF "magical" seems reasonable, but it doesn't hold water as soon as you take into account mods which are blatantly electrical in nature - Immersive Engineering for example, which tries to mimic real-life electricity mechanics, with voltage tiers, power lines, transformers etc. In the end, "redstone flux" is nothing more than the name of the API, with practically no implication on the in-universe lore. I believe the context is best left for the individual power mods to decide, due to the sheer variety of themes and settings among them.
I understand that my case of using IC2+Techguns may be a rare and obscure combo, but this is just an example, if not a legitimate situation where power conversion is really useful. I don't think it makes my previous point any less valid if a mod in question adds their own power gen. I feel like, in a sense, what you're trying to suggest is that I'm not really supposed to use your mod for what it's advertised to do... Personally I love tech mods which contain just the feature I need (pipes, worldgen, specific machine etc.), without all the unnecessary clutter of their own ores, power gen etc. In situations like this, when those mods operate on different energy APIs for some reason, your mod is a true life saver. It's just that it's a bit annoying to have to hunt down a relatively rare resource before even having an option to use it. Again - this mod is entirely unusable, period, without obtaining an eye of ender first.
Last but not the least, I'm sorry, but the argument about adding config option for recipes being considered "a bad practice by Forge Developers" sounds totally absurd to me. I literally cannot think of any situation where this might be an issue. Not once have I seen a modded server which would not offer a download for their modpack, and not a single modpack I've encountered would not come bundled with their own configs.
In reply to vykrom0d:
Download the source code for the mc_1.12 branch, extract the ZIP, open the file ./EnergyConverters-mc_1.12/src/main/resources/assets/energyconverters/recipes/energy_bridge.json, change "minecraft:ender_eye" on line 16 to "minecraft:[desired ingredient name] (names found here: [click]), save, open CMD Prompt and navigate to ./EnergyConverters-mc_1.12, run the command `gradlew build`. Your modified mod will be in the ./EnergyConverters-mc_1.12/libs/ folder named energyconverters_1.12.2-1.3.7.0.jar.
In reply to AAvg_Slavling:
there is no need to build the project from source to do this. Just extract the energy_bridge.json from the jar archive, change it and add it back to the archive. Jar files are just Zip Archives with a different file extension. Either way, if someone decides to modify the jar (either by building it from source or modifying the contents of the archive), I will not provide support in these cases.
In reply to vykrom0d:
You can always change the recipes yourself with a basic crafttweaker script
Russian Language ///

English Language ///

Хм, очень очень полезный мод.. но к сожалению он ко мне не подходит, я ищу энергию от мода Ender IO, почему бы не сделать и μl/тик.
И это странно что довольна популярный мод Ender IO, и нету конвертера.
Если нет, то ответьте почему?
Hmm, very very useful mod.. but unfortunately it does not fit me, I am looking for energy from the Ender IO mod, why not make and μl/tick.
And it is strange that the popular mod Ender IO is happy, and there is no Converter.
If not, why?
In reply to Rimmer_Rimmer:
Because EnderIO supports FE (Forge Energy). There is no point in explicitly supporting their energy system when there is already support for FE.
In reply to Rimmer_Rimmer:
I thought FE automaticly converts to FR (or reverse)?
Try it with only Fluxducts
Hey can you please release a the update to fix the MJ Energy Producer
sometime it works sometimes it didn’t work please fix man
In reply to phoenix_blood2003:
Make sure you are on the latest version. It's working fine for me, you will need to provide more information, otherwise I can only guess.
forgive me then I made a mistake with the mod and didn’t do it right at first I wanted to understand why I didn’t recycle energy from Аpplied Еnergistics 2 into AE, but then I realized that I forgot to put one block and because of this I could not use
(sorry i'm bad speeck ENG для меня проще на русском но всё равно простите что побеспокоил)
hello, I wanted to ask why there is no converter from FE to EU with mod industrial craft or when will it be added?
In reply to delite1234:
I'm not sure what you are talking about. Ic2 EU and FE are both supported