Concept: Engine/Generator Modules for Machines
Posted: Tue Mar 22, 2016 12:01 am
After some talk of ske and me over in the "Conveyor Belts Optionally using electricity"-thread (viewtopic.php?p=138278#p138278) we have worked out a little concept for Engine/Generator Modules.
So the basic concept of Engine Modules is that inside of all the machines (Assemblers, Inserters, etc) there would be new Slots which accept various types of Engine Modules. These modules would give you the benefit that you can choose yourself how you want to power that type of machine.
So the basic concept of Engine Modules is that inside of all the machines (Assemblers, Inserters, etc) there would be new Slots which accept various types of Engine Modules. These modules would give you the benefit that you can choose yourself how you want to power that type of machine.
- Engine/Generator Module Types:
- Stirling Engine: Turns Wood, Coal, Solid Fuel, anything that burns (efficiency depending on fuel type) into Mechanical Energy
- Steam Engine: Turns Hot Water into Mechanical Energy
- Diesel Engine: Turns Crude Oil, Heavy Oil, Light Oil, Petroleum Gas (efficiency depending on fluid type) into Mechanical Energy
- Electric Engine/Generator: Turns Electrical Energy into Mechanical Energy OR turns Mechanical Energy into Electrical Energy
- What this will allow:
You could virtually power any machine with the energy type you want...
Want to power Assemblers with Coal/Solid Fuel instead of Electric Power? -> Do it! Just place Stirling Engine Modules inside them. - List of Items/Machines that could be affected:
Of course not all of them have to work this way, but theoretically they could.
Interchangeable:
- Belts: Stirling, Steam, Diesel, Electric
- Inserters: Stirling, Electric
- Mining Drills: Stirling, Electric
- Furnaces: Stirling, Electric
- Assemblers: Stirling, Steam, Diesel, Electric
- Offshore Pumps: Stirling, Electric
- Small Pumps: Stirling, Electric
- Steam Engines: Electric (Special case... It requires a Steam Engine to produce mechanical energy and a Electric Engine which works as generator)
- Pump Jacks: Stirling, Diesel, Electric
- Refineries: Stirling, Steam, Diesel, Electric
- Chemical Plants: Stirling, Steam, Diesel, Electric
- Labs: Stirling, Steam, Diesel, Electric
- Beacons: Stirling, Steam, Diesel, Electric
- Radars: Stirling, Steam, Diesel, Electric
- Rocket Silo: Stirling, Steam, Diesel, Electric
- Locomotives: Sterling, Diesel, Electric
- Tank: Sterling, Diesel
- Car: Sterling, Diesel
- Gun Turrets: Sterling, Diesel, Electric
- Laser Turrets: Sterling, Diesel, Electric
- Flying Robot Frames: Electric
- Modular Armors: Electric
- Exoskeleton: Electric
- Personal Laser Defense: Electric
- Special Module Slots
The current module slots would be called "Special Module Slots". They only work if there is an Electric Engine Module inside. It could be made so that for each Electric Engine Unit inside there could be attached Special Module Slot. - What the concept of Engine Modules would change:
- First of all you would have the ability to power almost everything with fuel instead of electricity if you like doing so.
- Second most of the machines would gain the ability use Special Modules when there is an Electric Engine Module inside.
- Many of the items would probably gain additional speed benefits depending on the type of engine inside.
- Some of the items gain additional abilities that aren't there yet (like locomotives eventually running on fluids or electricity if that ever gets implemented)
- Over time there might be better versions of the various Engine Modules (like MK1, MK2, etc) which would offer additional speed/efficiency upgrades
- Only 1 Type of belt (Fast, Express belt would become unnecessary as the type and amount of engine units as well as special modules could influence the belt speed)
- Only 1 Type of Assembler (different tiers become unnecessary as the type and amount of engine units and special modules could influence the crafting speed)
- Only 1 Type of Inserter (different tiers become unnecessary as the type of engine units and special modules could influence the speed, a Range Module inserted into the special module slot could turn it into a long-handed inserter, an Electronics Module could provide access to Circuit Network/Logistic Network)
- Only 1 Type of Mining Drill (the type of engine unit would decide what you get)
- General stuff:
Of course the engine modules would have to be balanced much better to place them in the right order in the technology tree. Electric Engine Modules would have to become available shortly after the start and thereby have to be much cheaper then Diesel Engines which require Oil industry (which means that Diesel Engines would have to be more powerful than electric engines to make them an option).
The various machines would have to be rebalanced as well in resource costs because they would basically turn only into heartless frames that can't do much without a proper Engine Module.
Also the player could continue using Coal to power all the machines much longer. Nobody would really force you to upgrade to Electric Engine Modules. You wouldn't be forced to establish Steam/Solar Power... which offers a complete different experience to the game. - Quoted original discussion from the other thread:
Discussion