Flowing Flux

Mods
11,438 Downloads Last Updated: Nov 26, 2014 Game Version: 1.7.10

These 'conduits', 'pipes', 'magical energy movers' or whatever you want to call them are for those engineers who need to distribute power efficiently between geographically separated locations. Your needs may be one block or two or even up to 500 blocks, however far you need to travel.. Flowing Flux has a conduit to suit you.

The energy distribution in this system is also balanced so that more efficient network designs will offer more power available to whatever manical device you are powering. Currently there are four tiers of conduits to help you move any amount of power, with power transfer levels of 80, 840, 6920, 55560 RF/t for each respective tier 1 - 4.

Network Design


The way that power is modeled to travel through your conduit network means that designing and planning your network requires some consideration and planning. 

The first thing to consider is that in order to have a functioning network you must first craft a "Network Manager". This block forms the backbone of your network and as the name so intuitively suggests, it manages all the networks operations such as intake of power, distributing power and maintaining a map of the network.

Be very careful not to have two Network Managers on the same network as bad things may happen. The second thing to consider is the power requirements for the machines/devices that you are powering. Energy flow is restricted to the maximum amount that can flow from the network manager to the particular machine. So If you have 6920RF/t conduit connected to a 840RF/t conduit, the most power you will be able to draw is 840RF/t. However you can also use augmenting paths, ie. connecting that same 6920RF/t conduit to two 840RF/t conduits will enable 1680RF/t to flow. Have fun abusing these augmenting paths to your hearts content.

 

Blocks:

[spoiler]Conduits:
[spoiler]There are Four tiers of conduits that can handle various amounts of RF/t per side.
The Tiers are 80RF/t 840RF/t 6920RF/t and 55560RF/t

The recipes for higher tiers increase exponentially in material cost, and decrease exponentially with the number of conduits you get out of them.
//TODO post recipes here once textures have been done[/spoiler]

Network Manager
[spoiler]The Network Manager is the brains of each network of conduits and as such it is important that you ensure that each network only has one Network Manager. All power that flows through the network will flow through this network manager. The Network Manager also maintains a small buffer of energy which the size is determined by the number and tier of conduits.

The input of power to the network is handled by the generators you should have installed from other mods. There is no limit to the RF/t that you can send into the network other than the size of the energy buffer.

The export of power is handled a little differently. Each side of every conduit will try to find adjacent machines to power. If one is found then the network will try and push as much power as can flow through the conduits to the machine. For more information on how this works see the wiki. (//TODO Make Wiki)

If you want to attempt to keep track of the power drain through your network, you can place a sign next to the network manager. The text of the sign will be update to feature the average power drain through the network. The lines of text in the sign from top to bottom represent the average power drain in the past 1. 20 ticks (1 second) 2. 200 ticks (10 seconds) 3. 1200 ticks (1 minute) and 4. 6000 ticks (5 minutes)

If the network is misbehaving you can shift right click it with the item "Debug Item 2" in order to reset it, however in some cases this may cause all energy in the buffer to be sacrificed to the gods of RF Power Sacrifices[/spoiler]

RF Output Meter
[spoiler]If you want to attempt to keep track of the power drain through your network, you can place a sign next to the RF Output Meter. The RF Output Meter must be adjacent to a network and allows you to keep all sides of the network manager available for conduit connections. Another advantage is that you can place as many of these in as many locations across the network. The text of the sign will be update to feature the average power drain through the network. The lines of text in the sign from top to bottom represent the average power drain in the past 1. 20 ticks (1 second) 2. 200 ticks (10 seconds) 3. 1200 ticks (1 minute) and 4. 6000 ticks (5 minutes)

Eventually the text displayed on the sign will be configurable from a GUI in the block.[/spoiler]
[/spoiler]

Items:
[spoiler]Debug Item
[spoiler]This item has one purpose, to find connected blocks based upon a list of valid blocks. To add blocks to the valid blocks shift right click them, doing the same again will remove them.

Once you have your valid block list set, right click on any block to begin a Breadth First Search to find all connected blocks in the valid blocks list. For large areas this can take a very long time so I strongly suggest this is used with discretion.....[/spoiler]

Debug Item 2
[spoiler]I'm very imaginative with names hey xD

If this item is right clicked on any Conduit, Network Manager or RF Output Meter, it will display the maximum power in RF available to that conduit How many conduits must be traveled through to get from the network manager to that conduit, and the amount of power stored in that network.

The secondary purpose of this tool is to reset a malfunctioning network. By shift right clicking on the Network Manager, the whole network will be reset and reinitialized. It will try and restore the pre-existing power from the networks buffer but this power may be sacrificed.....[/spoiler]

DOT Graph Tool
[spoiler]This tool is used to save a network into a DOT format graph file that can be read by any good DOT format graph reader, I recommend GraphViz. To use simply right click on the network manager and voila, you are done. The file will be created in the minecraft directory in a subfolder DOTGraphs. The file name takes the format yyyyMMdd_HHmmss.gv[/spoiler]

Computational Grid
[spoiler]This item is used solely for crafting the Network Manager and has no other function. It will gain more uses in the future[/spoiler]
[/spoiler]

 


Planned Features:


[spoiler]-Incorporate more energy systems such as IC2, UE etc...

-Add better detection and handling of multiple Network Managers on the same network

-BETTER TEXTURES!!!!

-Add method of joining two separate networks to share energy (but maintain separate status)

-Whatever gets suggested that I like the sound of :D


[/spoiler]

Changelog:

[spoiler]-v0.2.3
[spoiler]-v0.2.3
-Conduits are now non, full block and have a newer placeholder texture.
-New Texture for Network Manager, Also added was the ability to rotate this.
-Updating build.gradle to correctly handle versions (Forgot to check at all when I made it. Sorry)
-Conduits are now properly receiving power from generators (My stupid derp)
-Implemented RF Output Meter[/spoiler]

-v0.2.2

[spoiler]-v0.2.2

-Fix crash when placing RF Output Meter, this block is still NOT IMPLEMENTED however it should no longer cause issues.

-Fixed up missing and incorrect crafting recipes

-Prevented conduit textures from giving views through the world.

[/spoiler]

 

 

[/spoiler]
Credits:

Aesen - Texture for the Network Manager

 

 

Screenshots will be added when I get some textures that are not just placeholders.

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