[mod 0.12.20] Electrochemical energy
Posted: Thu Feb 18, 2016 3:04 am
by monty
Type: Mod
Name: Electro-chemical energy
Description: This is a mod that expands the control over the power production and transfer by allowing player to store energy into battery's.
License: Public domain
Version: 0.0.1
Release: 15-02-2016
Tested-With-Factorio-Version: 0.12.20
Category: Crafting,energy
Tags: accumulators, energy, battery
Download-Url:
Mod details : Plz visit the summery before reading these segments for greater ease of understanding.Aimed for those who want to know how mod works.
Name: Electro-chemical energy
Description: This is a mod that expands the control over the power production and transfer by allowing player to store energy into battery's.
License: Public domain
Version: 0.0.1
Release: 15-02-2016
Tested-With-Factorio-Version: 0.12.20
Category: Crafting,energy
Tags: accumulators, energy, battery
Download-Url:
- electrochem_0.0.1.rar
- (187.16 KiB) Downloaded 274 times
LONG DESCRIPTION
This mod expands the control over the power grid and helps enhance the energy utilities.
It consists of a Battery production and charging and discharging setups . The process consists of these 3 parts
1)Battery manufacturing , making multi tier batteries.
2)Charging the batteries , special assembly machines converts the power from grid into chemical energy stored inside batteries.
3)Discharging of batteries , a setup can be manufactured to create a discharging site. This site needs one time initial kick start, and then continues to produce energy from batteries.
They batteries and charging process can further be grouped based upon the their energy range.
1)Low (10 MJ energy stored -1 MW outlet at continuous energy withdrawal )
2)Medium(100 MJ energy stored -10 MW outlet at continuous energy withdrawal )
3)High(500 MJ energy -50 MW outlet at continuous energy withdrawal )
3)High(1000 MJ energy -100 MW outlet at continuous energy withdrawal )
If energy isn't continuously withdrawn, the setup can store upto 6GJ of energy, which can then be withdrawn at upto 1 GW power.
The aim is to have a more dynamic energy control.
It consists of a Battery production and charging and discharging setups . The process consists of these 3 parts
1)Battery manufacturing , making multi tier batteries.
2)Charging the batteries , special assembly machines converts the power from grid into chemical energy stored inside batteries.
3)Discharging of batteries , a setup can be manufactured to create a discharging site. This site needs one time initial kick start, and then continues to produce energy from batteries.
They batteries and charging process can further be grouped based upon the their energy range.
1)Low (10 MJ energy stored -1 MW outlet at continuous energy withdrawal )
2)Medium(100 MJ energy stored -10 MW outlet at continuous energy withdrawal )
3)High(500 MJ energy -50 MW outlet at continuous energy withdrawal )
3)High(1000 MJ energy -100 MW outlet at continuous energy withdrawal )
If energy isn't continuously withdrawn, the setup can store upto 6GJ of energy, which can then be withdrawn at upto 1 GW power.
The aim is to have a more dynamic energy control.
Detailed DESCRIPTION
This mod is based upon the idea of conversion and charging of batteries and using them for transportation of remote energy.This allows the players to setup a fully functional base in record time. With the ability to (currently) supply upto 100 MW of energy and producing no pollution, players can basically set huge "BLUE PRINT BASE" at moments, notice.
This will also help lower the burden and reliance on accumulators. The aim is to have a more robust form of energy interaction, and allowing better planning.
I have aimed and created it in reference with late game/ heavy energy factories. Those that don't use heavy energy mod --like Yuoki energy-- might find these a bit unbalanced . But they are not over powered. The range is aimed so that both kinds of players can feel at home.
Currently the energy exchange is taking place at 100%, but its aimed to reduce it and make it vary in range of 80 to 99%. Also this mod will hopefully help ease the introduction of mechanical energy.--(pioneered by Yuoki ).
This will also help lower the burden and reliance on accumulators. The aim is to have a more robust form of energy interaction, and allowing better planning.
I have aimed and created it in reference with late game/ heavy energy factories. Those that don't use heavy energy mod --like Yuoki energy-- might find these a bit unbalanced . But they are not over powered. The range is aimed so that both kinds of players can feel at home.
Currently the energy exchange is taking place at 100%, but its aimed to reduce it and make it vary in range of 80 to 99%. Also this mod will hopefully help ease the introduction of mechanical energy.--(pioneered by Yuoki ).
Mod Basics
The charger/discharger works on the principle of energy conservation.
Energy charges the battery , and in process gets stored within it. This is then fed to the discharge setup, which converts the the stored energy back into power, and empty's the battery.
However , the discharge /charge cycle don't have the same process length.
While the charging takes place inside the charger, discharging takes place within the discharging setup.
Each charging setup has its own "CHARGING SPEED". this depends their energy requirements. Each battery has its own recharge time, and if they are fed to a higher tier charger, then this time is further reduced.
for example, battery tire 1 has 10MJ of energy, takes 1 sec to charge in tier 1 charger. However , it takes only 1/10th sec in the tier 2 charger. Similarly, for other batteries.
~~side note>> all batteries can be charged into any charger, they just take different time to do so.
The discharging however is independent of the battery. Here , the output voltage or power changes.
All batteries take 10 sec to discharge, giving 1/10 of their stored energy per sec in form of power.
example, 10MJ battery takes same time as 100MJ battery = 10 sec, but they give 1 MW and 10MW energy respectively during this process.
This setup is not aimed at storing energy, but it can hold upto 60+GJ of energy at every discharger, so you done have to worry about using the energy right away or placing accumulators. Even at fastest rate players will get more than 10 minute of energy conversion.
Energy charges the battery , and in process gets stored within it. This is then fed to the discharge setup, which converts the the stored energy back into power, and empty's the battery.
However , the discharge /charge cycle don't have the same process length.
While the charging takes place inside the charger, discharging takes place within the discharging setup.
Each charging setup has its own "CHARGING SPEED". this depends their energy requirements. Each battery has its own recharge time, and if they are fed to a higher tier charger, then this time is further reduced.
for example, battery tire 1 has 10MJ of energy, takes 1 sec to charge in tier 1 charger. However , it takes only 1/10th sec in the tier 2 charger. Similarly, for other batteries.
~~side note>> all batteries can be charged into any charger, they just take different time to do so.
The discharging however is independent of the battery. Here , the output voltage or power changes.
All batteries take 10 sec to discharge, giving 1/10 of their stored energy per sec in form of power.
example, 10MJ battery takes same time as 100MJ battery = 10 sec, but they give 1 MW and 10MW energy respectively during this process.
This setup is not aimed at storing energy, but it can hold upto 60+GJ of energy at every discharger, so you done have to worry about using the energy right away or placing accumulators. Even at fastest rate players will get more than 10 minute of energy conversion.
Mod details : Plz visit the summery before reading these segments for greater ease of understanding.Aimed for those who want to know how mod works.
Basic Functioning
This mod has 4 main chargers range right now.
1)Low (10 MW inlet)
2)Medium(100 MW inlet)
3)High(500 MW inlet)
4)Very high(1000 MW inlet)
They all have 0 drain,(currently) . Each new tier of accumulator consumes lot more energy, and resources to make and research.
The output has a dischargers with range upto 1GW, and storage a little above 60 GJ.
At fastest rate, the discharger charges the accumulator(within the setup) at 1 GJ/10 sec.
1)Low (10 MW inlet)
2)Medium(100 MW inlet)
3)High(500 MW inlet)
4)Very high(1000 MW inlet)
They all have 0 drain,(currently) . Each new tier of accumulator consumes lot more energy, and resources to make and research.
The output has a dischargers with range upto 1GW, and storage a little above 60 GJ.
At fastest rate, the discharger charges the accumulator(within the setup) at 1 GJ/10 sec.
working principle
The basic setup has been made here.
The two step process
1)Charging
2)Discharging
consists of their separate networks. It can be divided into 3 segments
1>>charger network
2>>Discharger network Network 1
3>>Supply(to base/outlet) network Network 2
The discharge setup is a commodity that automatically places the discharger and the accumulator. The red-blue patch points at the outlet/accumulator direction.
Place the setup where you want the assembly. The setup has a concrete tile.
Here transport belt has been used, to point out the automation aspect of the process.
Charger
This is the charging port/assembly machine. It converts uncharged/raw battery into charged batteries. This consumes energy from the grid, and the energy needs varies depending on the tier.
Network 1
It consists of the setup + any inserters used in the process.
The setup further has a a discharger(an assembly machine ) and an accumulator .
The setup needs a kick start for the first time operation. However, the energy needed by it is vary low, and can easily be fed from a simple VANILLA solar panel.
Also once it has been kick started, it will never again need any support.(even if the operation has been halted and the accumulator energy has depleted). A small accumulator (Vanilla) can be used if the setup has heavy load to power the inserters, but for lower load it can even power the inserters without any external power.
power graph
This is the power consumption graph of the network 1.It consists energy used by the inserters and their drain , and the discharger energy needs.
Network 2
This consists of the accumulator and the power send to the base(remote base)(here an accumulator).
This is a pollution free method to transfer energy.
Power graph of producer with tier 1 battery.>>output at 1 MW.
Power graph of producer with tier 3 battery.>>output at 50 MW.
The working principle is to store energy into the accumulator while the discharger is being used.
The energy is currently balanced at 100%, later aim is to lower it to as low as 80%.
i initially aim to add 1% loss in all batteries, but later increase the losses and make them more research dependent.
This will give you an idea about how much each loss consumes. The relation in this case is constant however, it may become different with research
Loss per seconds
1)at 99.%efficiency,
We get 99.% of energy.(100 MJ>>99 MJ)
2)at 80%efficiency,
We get 80% of energy.(100 MJ>> 80 MJ)
I think keeping it between 99. and 80 will be good range.
- setup1.png (1.04 MiB) Viewed 7891 times
1)Charging
2)Discharging
consists of their separate networks. It can be divided into 3 segments
1>>charger network
2>>Discharger network Network 1
3>>Supply(to base/outlet) network Network 2
The discharge setup is a commodity that automatically places the discharger and the accumulator. The red-blue patch points at the outlet/accumulator direction.
Place the setup where you want the assembly. The setup has a concrete tile.
Here transport belt has been used, to point out the automation aspect of the process.
Charger
- netch1.png (663.67 KiB) Viewed 7891 times
Network 1
- net11.png (478.31 KiB) Viewed 7891 times
The setup further has a a discharger(an assembly machine ) and an accumulator .
The setup needs a kick start for the first time operation. However, the energy needed by it is vary low, and can easily be fed from a simple VANILLA solar panel.
Also once it has been kick started, it will never again need any support.(even if the operation has been halted and the accumulator energy has depleted). A small accumulator (Vanilla) can be used if the setup has heavy load to power the inserters, but for lower load it can even power the inserters without any external power.
power graph
- net1gh.png (1.77 MiB) Viewed 7891 times
Network 2
- net21.png (1.2 MiB) Viewed 7891 times
This is a pollution free method to transfer energy.
- net2gh.png (1.63 MiB) Viewed 7891 times
- net2gh2.png (1.63 MiB) Viewed 7891 times
The working principle is to store energy into the accumulator while the discharger is being used.
The energy is currently balanced at 100%, later aim is to lower it to as low as 80%.
i initially aim to add 1% loss in all batteries, but later increase the losses and make them more research dependent.
This will give you an idea about how much each loss consumes. The relation in this case is constant however, it may become different with research
Loss per seconds
1)at 99.%efficiency,
We get 99.% of energy.(100 MJ>>99 MJ)
2)at 80%efficiency,
We get 80% of energy.(100 MJ>> 80 MJ)
I think keeping it between 99. and 80 will be good range.
Summery
So to sum things up, you get a new energy line ,electrical drawn and stored with chemical energy(in form of battery)., that
>>helps you STORE large amount of energy and provide output at higher voltage.
>>Draw energy from any unit in the game, even accumulator
>>split different parts of factory to monitor and control them better,
>>store energy in a CHEST
>>No need for long poles connections. Transport energy at theoretically any distance, without having to deal with RESISTANCE (enemy, path, trees)
>>increase the need for trains and other vehicle .
>>pollution free setup(remote setup)
>>this is the first piece of the energy puzzle .
Piece of advise, before mining the setup, discharge it. they can sometimes have up to 60GJ of energy.(it wasn't intended,but was needed for proper functioning )
I hope you enjoy this mod
>>helps you STORE large amount of energy and provide output at higher voltage.
>>Draw energy from any unit in the game, even accumulator
>>split different parts of factory to monitor and control them better,
>>store energy in a CHEST
>>No need for long poles connections. Transport energy at theoretically any distance, without having to deal with RESISTANCE (enemy, path, trees)
>>increase the need for trains and other vehicle .
>>pollution free setup(remote setup)
>>this is the first piece of the energy puzzle .
Piece of advise, before mining the setup, discharge it. they can sometimes have up to 60GJ of energy.(it wasn't intended,but was needed for proper functioning )
I hope you enjoy this mod
ToDo
1)Add losses
2)Create a Distinction in machines(graphically)
3)Balance the mod on the experience of other players >>continuous
4)Add more variations, like make battery storage decay with number of times used
5)Enhance and draw branches leading into other energy branches
2)Create a Distinction in machines(graphically)
3)Balance the mod on the experience of other players >>continuous
4)Add more variations, like make battery storage decay with number of times used
5)Enhance and draw branches leading into other energy branches
Side note
This mod Based on long awaited demand of this feature. I found its relation in Yuoki energy mod. There the cells/batteries are combustible.
The 100MW and above have been developed keeping the Yuoki energy mod in mind. Again if you haven't visited it i recommend you check it out.
I have elaborated the balancing procedure for better understanding. Those that are not using mods in " Mod Compilations / Complete Overhaul" section MIGHT find them unbalanced.
I hope u have fun with this mod.
The 100MW and above have been developed keeping the Yuoki energy mod in mind. Again if you haven't visited it i recommend you check it out.
I have elaborated the balancing procedure for better understanding. Those that are not using mods in " Mod Compilations / Complete Overhaul" section MIGHT find them unbalanced.
I hope u have fun with this mod.
Thanks
Fatmice >>Atomic Power mod
For all the support in coding and planing.
YuokiTani>> Yuoki Industries
For great mod and graphics
For all the support in coding and planing.
YuokiTani>> Yuoki Industries
For great mod and graphics
VERSION HISTORY
Version history
v0.0.1 initial release
v0.0.1 initial release
Declaration
Many of you out there might find my way of presentation overly elaborated. The reason for that is that most of these things you will see here are things that i wanted added or changed in the initial mods or balancing to them.So i encourage anyone to discuss the idea of balancing or progression along the game, not making it too easy or difficult , but increasing the depth and choices.
LICENSE
License
simplification>>
PUBLIC DOMAIN
This is a free to use property /entity for anyone and everyone. However the use or misuse of this is not the responsibility of the source and the same is not liable for any compensation in case of any kind of damage.
simplification>>
PUBLIC DOMAIN
This is a free to use property /entity for anyone and everyone. However the use or misuse of this is not the responsibility of the source and the same is not liable for any compensation in case of any kind of damage.