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---
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navigation:
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parent: ae2-mechanics/ae2-mechanics-index.md
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title: Energy
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icon: energy_cell
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---
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# Энергия
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Your network will require energy to run. Networks have a pool of energy that [devices](../ae2-mechanics/devices.md) directly pull from, and
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<ItemLink id="vibration_chamber" />s, <ItemLink id="energy_acceptor" />s (and <ItemLink id="controller" />s) add to. You can
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see the energy statistics for a network by right-clicking anywhere on it with a <ItemLink id="network_tool" /> or by
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right-clicking the network's controller, if it has one. This network-wide storage and distribution means that
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there are no energy transfer rate limits, so devices can pull arbitrarily high amounts of energy and
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energy acceptors can intake at functionally unlimited speed, only limited by your energy storage.
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## Приём энергии
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<Row>
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<BlockImage id="energy_acceptor" scale="4" />
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<GameScene zoom="4" background="transparent">
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<ImportStructure src="../assets/blocks/cable_energy_acceptor.snbt" />
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</GameScene>
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<BlockImage id="controller" p:state="online" scale="4" />
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<BlockImage id="vibration_chamber" p:active="true" scale="4" />
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</Row>
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AE2 does not use Forge Energy (on Forge) or TechReborn Energy (on Fabric) internally. Instead it converts them to
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its own unit, AE. This conversion is one-way. Energy can be converted by <ItemLink id="energy_acceptor" />s and
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<ItemLink id="controller" />s, though controller faces are better used for more [channels](../ae2-mechanics/channels.md).
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It can also be generated by <ItemLink id="vibration_chamber" />s, but AE2 is designed
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to be used with other tech mods that have better energy generation.
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All this means that it's best to consider an AE2 network as a single large multiblock machine when laying out your base's
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energy distribution infrastructure.
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The ratios for conversion of Forge Energy and Techreborn Energy are
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* 2 FE = 1 AE (Forge)
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* 1 E = 2 AE (Fabric)
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## Хранение энергии
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<Row>
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<BlockImage id="energy_cell" scale="4" p:fullness="4" />
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<BlockImage id="dense_energy_cell" scale="4" p:fullness="4" />
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<BlockImage id="creative_energy_cell" scale="4" />
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</Row>
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For relatively obvious reasons, a network cannot intake or consume more energy in a gametick than it can store. If a network
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can only store 800 AE, when its [devices](../ae2-mechanics/devices.md) request energy, they will only be able to use up to 800 AE (assuming the storage is full)
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and an energy acceptor will only be able to insert up to 800 AE into the network (assuming the storage is empty).
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This is a common cause for odd behavior, where one makes a small network with just an energy acceptor, drive, terminal, and
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some devices and tries to dump an inventory full of cobblestone from their inventory into the network. Inserting that cobble all at once in a
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single gametick requires more energy than the network has in storage, so not all of the cobble is inserted, the network
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runs out of energy, and thus reboots.
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**This can be solved by the addition of energy cells.**
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Networks have a built-in energy buffer of 25 AE per cable, machine or part.
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<ItemLink id="controller" />s have a small amount of internal energy storage, 8,000 AE
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The <ItemLink id="energy_cell" /> can store 200k AE, and just one should be sufficient for most use cases, handling the power surges
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of normal network use with ease.
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The <ItemLink id="dense_energy_cell" /> can store 1.6M AE and is for when you want to run a network off of stored power, or
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handle the massive instantaneous energy draw of large [spatial storage](spatial-io.md) setups.
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The <ItemLink id="creative_energy_cell" /> is a creative item for testing, providing UNLIMITED POWAHHHH or whatever.
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