[mod 0.12.20] Dynamic energy
Posted: Wed Feb 24, 2016 4:07 pm
by monty
Type: Mod
Name: Dynamic energy
Description: This is a mod that expands the control over the power production and transfer by allowing player to use dynamic boilers and turbines.
License: Public domain
Version: 0.0.1
Release: 25-02-2016
Tested-With-Factorio-Version: 0.12.20
Category: Crafting,energy
Tags: energy, boiler, turbines, MECHANICAL ENERGY
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: Dynamic energy
Description: This is a mod that expands the control over the power production and transfer by allowing player to use dynamic boilers and turbines.
License: Public domain
Version: 0.0.1
Release: 25-02-2016
Tested-With-Factorio-Version: 0.12.20
Category: Crafting,energy
Tags: energy, boiler, turbines, MECHANICAL ENERGY
Download-Url:
- dynamic_energy_0.0.1.rar
- (7.12 MiB) Downloaded 292 times
LONG DESCRIPTION
This mod expands the control over the power grid and helps enhance the energy utilities.
It consists of a MECHANICAL ENERGY production and changing it into electrical energy.The process consists of these 2 parts
1)Converting fluid energy into mechanical energy , This doesn't use the fluid, just its energy.
2)Using mechanical energy in generators (vanilla or other mods) ,This mod has only one generator in itself. the aim is to only work the energy part
Both the heat addition and heat transfer have been made dynamic.
This means that each boiler and turbine has variable efficiency based on the fluid temperature. They currently range from 75% to 95% efficiency.
They boilers and turbines can further be grouped based upon the their energy range.
1)Low (highest efficiency at low temperature (95%) >>40)
2)Medium(highest efficiency at moderate temperature (95%) >>70)
3)High(highest efficiency at high temperature (95%) >>110)
4)Very High(highest efficiency at very high temperature (95%) >>210)
Any fluid can be used, with any temperature range. This mod doesnt work on absolute temperature but temperature range.
The aim is to have a more dynamic energy production .
It consists of a MECHANICAL ENERGY production and changing it into electrical energy.The process consists of these 2 parts
1)Converting fluid energy into mechanical energy , This doesn't use the fluid, just its energy.
2)Using mechanical energy in generators (vanilla or other mods) ,This mod has only one generator in itself. the aim is to only work the energy part
Both the heat addition and heat transfer have been made dynamic.
This means that each boiler and turbine has variable efficiency based on the fluid temperature. They currently range from 75% to 95% efficiency.
They boilers and turbines can further be grouped based upon the their energy range.
1)Low (highest efficiency at low temperature (95%) >>40)
2)Medium(highest efficiency at moderate temperature (95%) >>70)
3)High(highest efficiency at high temperature (95%) >>110)
4)Very High(highest efficiency at very high temperature (95%) >>210)
Any fluid can be used, with any temperature range. This mod doesnt work on absolute temperature but temperature range.
The aim is to have a more dynamic energy production .
Detailed DESCRIPTION
This mod is based upon the idea of conversion and production of energy using the mechanical aspect is highlighted.
This demands the players to setup a production line based on the required temperature base.Currently the research is aimed to get a boiler or turbine that only aims at delivering highest efficiency or/and power output.I wanted to use a more diverse temperature control, and use the mechanical energy introduced by "YuokiTani" in his brilliant mod.
Currently the fluid is consumed in the process of energy production . This produces a fluid(mf =mechanical force), which was also introduced in the same mod by youki.
This fluid is actually mechanical energy, so many laws that other fluids cant follow can be applied here(conceptually, no game alterations). The energy of fluid is removed from the fluid ,and gets stored in the mf.
i have slightly changed the original MF fluid to make it more workable.(and also because in this mod its very easy to get, but in yuoki its harder to get and is used as a recipe for many things) I have also added a mechanical devise "GEAR ASSEMBLY", that SPLITS THE FLUID INTO 2 BRANCHES, One of the part gets max temperature that the fluid can have, the other part gets the remaining energy. It is a very good way for separating the intermediate fluid into highest possible energy and lowest possible energy. I wanted it to be usable for both mods, so i have left the fluid section empty.
Although it will work with any fluid, its aimed at only MF in this mod and in yuoki mod.
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 95%to 75%, but its aimed to reduce it and make it vary in range of 90% to 40%. Also this mod will hopefully help further development of mechanical energy.
This demands the players to setup a production line based on the required temperature base.Currently the research is aimed to get a boiler or turbine that only aims at delivering highest efficiency or/and power output.I wanted to use a more diverse temperature control, and use the mechanical energy introduced by "YuokiTani" in his brilliant mod.
Currently the fluid is consumed in the process of energy production . This produces a fluid(mf =mechanical force), which was also introduced in the same mod by youki.
This fluid is actually mechanical energy, so many laws that other fluids cant follow can be applied here(conceptually, no game alterations). The energy of fluid is removed from the fluid ,and gets stored in the mf.
i have slightly changed the original MF fluid to make it more workable.(and also because in this mod its very easy to get, but in yuoki its harder to get and is used as a recipe for many things) I have also added a mechanical devise "GEAR ASSEMBLY", that SPLITS THE FLUID INTO 2 BRANCHES, One of the part gets max temperature that the fluid can have, the other part gets the remaining energy. It is a very good way for separating the intermediate fluid into highest possible energy and lowest possible energy. I wanted it to be usable for both mods, so i have left the fluid section empty.
Although it will work with any fluid, its aimed at only MF in this mod and in yuoki mod.
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 95%to 75%, but its aimed to reduce it and make it vary in range of 90% to 40%. Also this mod will hopefully help further development of mechanical energy.
Mod Basics
The energy production works on the principle of energy conservation.
The boiler heats the fluid,which depends on the inlet temperature of the liquid. This then goes into the turbine, that constantly produces mf. This gets "INCREASE IN RPM(ROTATION PER MINUTE)"(heated) as the hot fluid passes. Some part of the conversion energy is lost as the fluid passes, which depends on the temperature of the fluid intake.
The conventional method and this one has a major difference though, its the 0 pressure at generators. Since they done consume fluid, the done provide any pressure of their own.They relay on the pressure developed in the cycle for the flow(which resembles more with the reality). So the max energy that you can draw from the fluid depends on 2 things>>
1)The temperature of the fluid
2)The flow rate.
Although there is a max limit that each turbine can transfer, the lowest turbine can easily transfer above 75% of water energy at flow rate obtained from a vanilla pump.
This tells us two things,
1)pressure is a very important factor for obtaining max energy from the flow,
2)higher energy threshold fluids are desired.
For this the first part the players will learn how to use pumps effectively and use storage facility (like tanks) to maximize the energy drawn.
For the second part players can use fluids that store more energy.
The game introduces a pump, a devise that can be used to produce 2 stage fluid ramp up.
It basically produces 2 new fluids
1)Pressurized water at 4KJ energy and temp range of 15 to 200 (from normal vanilla water)
2)Steam at 2KJ energy and temp range of 100 to 800 ( from pressurized water)
The pump also does one more task for you, it also transfers the energy of the fluid.
That is if you feel 100 degree water to pump for pressurized water,
(100-15)*(1) = 85 = 4*(x-15)
x = 36.25
So this will make your liquid at constant energy. The same can be done for steam.
This ensures that you can use same temperature range boiler at twice an get max efficiency.(as higher temperature range boilers only come after long research).
The boiler heats the fluid,which depends on the inlet temperature of the liquid. This then goes into the turbine, that constantly produces mf. This gets "INCREASE IN RPM(ROTATION PER MINUTE)"(heated) as the hot fluid passes. Some part of the conversion energy is lost as the fluid passes, which depends on the temperature of the fluid intake.
The conventional method and this one has a major difference though, its the 0 pressure at generators. Since they done consume fluid, the done provide any pressure of their own.They relay on the pressure developed in the cycle for the flow(which resembles more with the reality). So the max energy that you can draw from the fluid depends on 2 things>>
1)The temperature of the fluid
2)The flow rate.
Although there is a max limit that each turbine can transfer, the lowest turbine can easily transfer above 75% of water energy at flow rate obtained from a vanilla pump.
This tells us two things,
1)pressure is a very important factor for obtaining max energy from the flow,
2)higher energy threshold fluids are desired.
For this the first part the players will learn how to use pumps effectively and use storage facility (like tanks) to maximize the energy drawn.
For the second part players can use fluids that store more energy.
The game introduces a pump, a devise that can be used to produce 2 stage fluid ramp up.
It basically produces 2 new fluids
1)Pressurized water at 4KJ energy and temp range of 15 to 200 (from normal vanilla water)
2)Steam at 2KJ energy and temp range of 100 to 800 ( from pressurized water)
The pump also does one more task for you, it also transfers the energy of the fluid.
That is if you feel 100 degree water to pump for pressurized water,
(100-15)*(1) = 85 = 4*(x-15)
x = 36.25
So this will make your liquid at constant energy. The same can be done for steam.
This ensures that you can use same temperature range boiler at twice an get max efficiency.(as higher temperature range boilers only come after long research).
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 range right now.
1)Low
2)Medium
3)High
4)Very high
They all have 0 drain,(currently) . Each new tier produces a lot more energy, and consumes more resources to make and research.
1)Low
2)Medium
3)High
4)Very high
They all have 0 drain,(currently) . Each new tier produces a lot more energy, and consumes more resources to make and research.
working principle
The basic setup has been made here.
The two step process
1)Heating
2)Transferring
(the third process of energy production is basic)
They both consists of their separate networks. It can be divided into 3 segments
1>>Inlet Temperature
2>>Outlet temperature
3>>Transfer source
For turbine,
the transfer source is the mf fluid, to which it transfers energy,
For boilers
the transfer source is the fuel, from which it gains energy.
Since both the boilers and the turbine are dynamic, they both gives different efficiency for different temperature. However the transaction is rather smooth, so there will be no abrupt change. The gradual change ensures that a temperature range can be aimed for, rather then a particular temperature.
Inlet side
This temperature defines the performance parameters of the entity
Outlet side
This is the residual energy left after the process. Depending on the requirement, and the tier of the machine, this can very. At full demand though, it can be as low as 15% of energy or lower(at higher tiers).(the 15% is also not set, adding pump will further reduce it to below 1%).
Transfer side
The transfer side can be either the fuel or the mf generated.
Currently the fuel side has not been explored, but later fluids for fuel is being aimed(so their will be another parameter defining the output, this time max power, not efficiency)
The mf is produced at a constant rate of 10 per sec.Given their huge energy threshold(480 degree temperature and 10KJ specific heat= 4800), they can easily consume the entire power of most fluids.
There is no pumping mechanisms though. The fluid flows outs until it equalizes with the pipe.
PUMPING THE MF OUT OF THE TURBINE WILL ONLY REDUCE THE ENERGY transfer , NOT THE NET ENERGY .
Since MF can be hard to transport at lower temperature , its advised to use gear assembly.
This will separate the fluid volumetrically in the ratio of 1:5, completely charging the smaller ratio. If some energy is still left after completely charging the smaller part, it goes into the second part. If there is not enough energy, then partial charging takes place.
Complete charge == temperature = max temperature of fluid
This means that if there is 10 fluid with 115 degrees temperature,
energy net = 10*100 = 1000..(115-15)
then 2 units of fluid will fully charge
2*485 = 970
Since enough energy is available, all energy will go to these 2 fluids, returning the rest of the 8 at remaining energy, 1000-970=30
temp = 3.75+15= 18.5.This fluid can be used right away by some as it will be very hard to transfer,
The variable temperature has been obtained by calculating and transferring the energy from one fluid to another.
This requires making a network of pipes inside the entity which then is used to allow flow and exchange.
Loss per Cycle.
Currently there is only the concept of loss transfer at exchange, and NO loss at cycle.
Also although this was aimed to give a much higher range of operation, currently lowering the efficiency will make it very difficult as the resources needed to run the factory are unbalanced.
Either making things with much higher fuel value or fluids will allow to make this range higher.
One idea is to TURN EXISTING FUELS TO powder and make their fuel value range on the bases of air content. It can be made to go as high as 4-5 times (on coal), based on air production, (which is relatively very cheap to produce) and some other ingredients and process, giving a net rise of 1.5-3(after cutting process)
This way altering the fuel value can lowering the transfer value will give a range of
1)1.5 fuel value>>150% * 40% efficiency, ==1.5*0.4 = 60% efficiency
1)3 fuel value = 300% * 95% efficiency == 285% efficiency
The two step process
1)Heating
2)Transferring
(the third process of energy production is basic)
- dyn4.png (1.61 MiB) Viewed 6709 times
1>>Inlet Temperature
2>>Outlet temperature
3>>Transfer source
For turbine,
the transfer source is the mf fluid, to which it transfers energy,
For boilers
the transfer source is the fuel, from which it gains energy.
Since both the boilers and the turbine are dynamic, they both gives different efficiency for different temperature. However the transaction is rather smooth, so there will be no abrupt change. The gradual change ensures that a temperature range can be aimed for, rather then a particular temperature.
Inlet side
- dyn1.png (1.64 MiB) Viewed 6709 times
Outlet side
- dyn2.png (1.55 MiB) Viewed 6709 times
Transfer side
- dyn3.png (1.62 MiB) Viewed 6709 times
Currently the fuel side has not been explored, but later fluids for fuel is being aimed(so their will be another parameter defining the output, this time max power, not efficiency)
The mf is produced at a constant rate of 10 per sec.Given their huge energy threshold(480 degree temperature and 10KJ specific heat= 4800), they can easily consume the entire power of most fluids.
There is no pumping mechanisms though. The fluid flows outs until it equalizes with the pipe.
PUMPING THE MF OUT OF THE TURBINE WILL ONLY REDUCE THE ENERGY transfer , NOT THE NET ENERGY .
Since MF can be hard to transport at lower temperature , its advised to use gear assembly.
This will separate the fluid volumetrically in the ratio of 1:5, completely charging the smaller ratio. If some energy is still left after completely charging the smaller part, it goes into the second part. If there is not enough energy, then partial charging takes place.
Complete charge == temperature = max temperature of fluid
This means that if there is 10 fluid with 115 degrees temperature,
energy net = 10*100 = 1000..(115-15)
then 2 units of fluid will fully charge
2*485 = 970
Since enough energy is available, all energy will go to these 2 fluids, returning the rest of the 8 at remaining energy, 1000-970=30
temp = 3.75+15= 18.5.This fluid can be used right away by some as it will be very hard to transfer,
The variable temperature has been obtained by calculating and transferring the energy from one fluid to another.
This requires making a network of pipes inside the entity which then is used to allow flow and exchange.
Loss per Cycle.
Currently there is only the concept of loss transfer at exchange, and NO loss at cycle.
Also although this was aimed to give a much higher range of operation, currently lowering the efficiency will make it very difficult as the resources needed to run the factory are unbalanced.
Either making things with much higher fuel value or fluids will allow to make this range higher.
One idea is to TURN EXISTING FUELS TO powder and make their fuel value range on the bases of air content. It can be made to go as high as 4-5 times (on coal), based on air production, (which is relatively very cheap to produce) and some other ingredients and process, giving a net rise of 1.5-3(after cutting process)
This way altering the fuel value can lowering the transfer value will give a range of
1)1.5 fuel value>>150% * 40% efficiency, ==1.5*0.4 = 60% efficiency
1)3 fuel value = 300% * 95% efficiency == 285% efficiency
Summery
So to sum things up, you get a new energy line ,for both production and transfer(in form of boilers and turbines).,
This basically adds or freedom or constraints, depending on how you see it. It doesnt changes anything outside of the mod
>>helps you produce and transfer larger amount of energy that dynamically varies based on the fluid temperature being used
>>Producers that will give energy to any fluid in game based on their temperature
>>Turbines that absorb energy from any fluid.
>>Refine energy within the liquid and concentrate (in gear assembly)
>>Gives two fluids that help store more energy
>>low pollution setup(Turbines dont produce pollution.)
>> added a small/compact generator(3X3), aimed to be used specifically with this mod,(reducing the need for transportation)
>>this is the second piece of the energy puzzle .
Piece of advise, Although the boilers and turbines can be mined with both player and robots, robots sometimes try to mine the pipes in the boilers and turbines. If you are going to mine them with robots, select them from sides(along the edge, away from central pipes)(and dont use it on tier 1 boiler) (will fix this)
I hope you enjoy this mod
This basically adds or freedom or constraints, depending on how you see it. It doesnt changes anything outside of the mod
>>helps you produce and transfer larger amount of energy that dynamically varies based on the fluid temperature being used
>>Producers that will give energy to any fluid in game based on their temperature
>>Turbines that absorb energy from any fluid.
>>Refine energy within the liquid and concentrate (in gear assembly)
>>Gives two fluids that help store more energy
>>low pollution setup(Turbines dont produce pollution.)
>> added a small/compact generator(3X3), aimed to be used specifically with this mod,(reducing the need for transportation)
>>this is the second piece of the energy puzzle .
Piece of advise, Although the boilers and turbines can be mined with both player and robots, robots sometimes try to mine the pipes in the boilers and turbines. If you are going to mine them with robots, select them from sides(along the edge, away from central pipes)(and dont use it on tier 1 boiler) (will fix this)
I hope you enjoy this mod
Full set in action
This is the setup in action
Adding the initial fluids into the system.
They can be any fluid. Remember that the amount of fluids in pipe can limit he flow rate. Too much and it wont flow fast enough or too little and it will not store enough energy. Somewhere around 7 is a good number(in this case)(varies on length to travel, tire being used etc)
As there is no flow providing mechanism like in conventional generators(that do so by consuming fluid), the flow rate is a very important parameter here. Many pumps will be needed, (before or after depending on the requirement )
once the required amount of fluid is obtained, SWITCH ON the turbines , and gain mechanical power in form of heated mf.
Different tiers are set in series .
The small generator is used here, but in game other generators should be used.
- set1.png (884.83 KiB) Viewed 6709 times
They can be any fluid. Remember that the amount of fluids in pipe can limit he flow rate. Too much and it wont flow fast enough or too little and it will not store enough energy. Somewhere around 7 is a good number(in this case)(varies on length to travel, tire being used etc)
As there is no flow providing mechanism like in conventional generators(that do so by consuming fluid), the flow rate is a very important parameter here. Many pumps will be needed, (before or after depending on the requirement )
- set2.png (1.1 MiB) Viewed 6709 times
Different tiers are set in series .
The small generator is used here, but in game other generators should be used.
ToDo
1)Expand losses range.
2)Create a Fuel line
3)Balance the mod on the experience of other players >>continuous
4)Add more variations, like power fluctuation with some range and damaging building over some range.
5)Enhance and draw branches leading into other energy branches
2)Create a Fuel line
3)Balance the mod on the experience of other players >>continuous
4)Add more variations, like power fluctuation with some range and damaging building over some range.
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 Mf is produced from steam turbine(1 line setup.) But its a close line . This one works more like a turbine setup.
The graphic and energy calibration 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 graphic and energy calibration 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.