Участник:Burrito Justice/Sandbox: различия между версиями

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>Burrito Justice
(rechargers also they're kinda the whole reason i started this page why didnt i write about them first)
>Burrito Justice
(more tweaks)
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==Antimatter==
==Antimatter==
Wacky 3x3 engine that supplies power by feeding it fuel. That's it. There's not much else to it unless you mess up the settings, then it might blow up
Wacky engine that supplies power by feeding it fuel. It can also be scaled as large as you want and in any shape you want as long as the parts are laterally adjacent. There's not much else to it unless you mess up the settings, then it might blow up. Ordered through cargo.


==PACMAN==
==PACMAN==
Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype
Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype
*PACMAN: Takes phoron sheets
*SUPERPACMAN: Takes uranium
*MRSPACMAN: Takes tritium


==Radioisotope Thermoelectric Generator==
==Radioisotope Thermoelectric Generator==
Строка 29: Строка 32:


===Radiation Collector Arrays===
===Radiation Collector Arrays===
Radiation collector, they haven't been used since the Singulo engine and probably can't be ordered. RCAs don't actually collect radiation; they have existed before radiation was even meaningfully implemented - they only generated power in the presence of a singularity and (though commented out) the supermatter
Though available in cargo, these don't collect radiation since they've existed before radiation was actually implemented and never got changed. They can harvest power from a singularity but they can't harvest energy from a SM because that part of the code got commented out.


===Gas Turbine===
===Gas Turbine===
<small>See also: [[Guide_to_Atmospherics#Unimplemented|Guide to Atmospherics]]</small><br>
<small>See also: [[Guide_to_Atmospherics#Unimplemented|Guide to Atmospherics]]</small><br>
A machine that takes superheated gas and shoves it through a turbine to generate power. A pipe-related version exists as well.
Two machines that compress gas in the surrounding atmosphere to shove through a turbine in order to generate power. The compressor takes power to do its job, meaning this engine can be run at a net loss for power, but if supplied a decently hot burn mix then the pressure will be high enough to allow the turbine to turn at a rate that can generate sort of decent amounts of power - the turbine is more of a supplement to existing engines for powering the station rather than a standalone one. As it stands, despite the code not being meaningfully altered in almost a decade, the turbine runs almost exactly as it was intended.
 
===Pipe Turbine===
The pipe version of the gas turbine, however the code and era when it was implemented are completely different. High pressure gas must be piped into the input and the output pipe should remain as low pressure as possible to allow gas to be turned through without issue. The turbine will then turn a motor which generates power. Just needs a proc called on the motor to connect to a wired power net, otherwise this setup is still functional. Mention the Adiabatic Process


===Fractal Reactor===
===Fractal Reactor===
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*Super Capacity: 20000
*Super Capacity: 20000
*Hyper Capacity: 30000
*Hyper Capacity: 30000
*Slime: 15000, recharges, harvested from yellow slimes in xenobiology
*Potato: 300
*Potato: 300
*Slime: 15000, recharges, harvested from yellow slimes in xenobiology


=Power Distribution=
=Power Distribution=
If you wanna use power you gotta talk about how it's sent around
If you wanna use power you gotta talk about how it's distributed


==Wires==
==Wires==
Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge
Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge. use a multitool on these to figure out how much power is available.


==APC==
==APC==
Строка 74: Строка 80:
==Rechargers==
==Rechargers==
These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao
These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao
 
*Device Recharger: 45 kW when active. Accepts power cells, energy weapons, batons, and certain devices.
===Device Recharger===
*Heavy-Duty Cell Charger: 90 kW when active. Only accepts [[#Power Cells|power cells]].
45 kW when active. Accepts power cells, energy weapons, batons, and certain devices.
*Cyborg Recharging Station: 40 kW when active with default parts. Accepts stationbounds, [[IPC|IPCs]], and biologic crew if they're wearing a [[Hardsuit Operation|RIG]]. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
 
*Exosuit Dock: 90 kW when active. Park a mech over this to recharge its cell.
===Heavy-Duty Cell Charger===
90 kW when active. Only accepts [[#Power Cells|power cells]].
 
===Cyborg Recharging Station===
40 kW when active with default parts. Accepts stationbounds, [[IPC|IPCs]], and biologic crew if they're wearing a [[Hardsuit Operation|RIG]]. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
 
===Exosuit Dock===
90 kW when active. Park a mech over this to recharge its cell.


==Power Priority==
==Power Priority==
SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h
SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h
==Interruptions and Syncing==
APCs will turn red for a while if an explosion happens or if substations have their breaker boxes toggled. That's because power code sucks and has to resync everything after a large change in power nets like wires being spawned or deleted. if people complain about APCs being red and that engineering sucks tell them to shove it up their ass and wait two seconds lmao


==RCON==
==RCON==

Версия от 21:13, 4 июля 2021

Power Generation

If you want power then you gotta talk about how it's generated first

Thermoelectric Generator

See also: Supermatter Engine Guide
You put in cold gas in one end and hot gas in the other and you get power depending on the difference in temperature and if the pressure difference isn't awful

Tesla Coils

See also: Tesla Engine Guide
A thing gets shocked by the tesla and it outputs power depending on how many miniballs the tesla has before arcing to another machine at half the power

Solar Panels

See also: Solar Setup Guide
You connect the solars to a solar tracker and it tries to track the sun and generates power based on how many solars can see the sun

Antimatter

Wacky engine that supplies power by feeding it fuel. It can also be scaled as large as you want and in any shape you want as long as the parts are laterally adjacent. There's not much else to it unless you mess up the settings, then it might blow up. Ordered through cargo.

PACMAN

Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype

  • PACMAN: Takes phoron sheets
  • SUPERPACMAN: Takes uranium
  • MRSPACMAN: Takes tritium

Radioisotope Thermoelectric Generator

thing with infinite fuel that can power up to 1 kilowatt. that's it. there's an advanced version that can generate up to 10 kW with good parts

Unimplemented and Misc

TEG 2

If the TEG is so great then why isn't there a TEG 2? Well, there was. It didn't go anywhere and has been sitting around collecting dust in the code for ages.

Radiation Collector Arrays

Though available in cargo, these don't collect radiation since they've existed before radiation was actually implemented and never got changed. They can harvest power from a singularity but they can't harvest energy from a SM because that part of the code got commented out.

Gas Turbine

See also: Guide to Atmospherics
Two machines that compress gas in the surrounding atmosphere to shove through a turbine in order to generate power. The compressor takes power to do its job, meaning this engine can be run at a net loss for power, but if supplied a decently hot burn mix then the pressure will be high enough to allow the turbine to turn at a rate that can generate sort of decent amounts of power - the turbine is more of a supplement to existing engines for powering the station rather than a standalone one. As it stands, despite the code not being meaningfully altered in almost a decade, the turbine runs almost exactly as it was intended.

Pipe Turbine

The pipe version of the gas turbine, however the code and era when it was implemented are completely different. High pressure gas must be piped into the input and the output pipe should remain as low pressure as possible to allow gas to be turned through without issue. The turbine will then turn a motor which generates power. Just needs a proc called on the motor to connect to a wired power net, otherwise this setup is still functional. Mention the Adiabatic Process

Fractal Reactor

Generates 1 MW of power when active, which is pretty crazy, and it doesn't seem to use any fuel. Probably because it's actually used for debugging. If you see this then you should probably ahelp.

Power Storage

If you wanna keep power then you gotta talk about how it's stored

Файл:SMES.pngSMES

Big battery fella. The amount of power it can store and the amount of power it can input and output per tick depends on the type and amount of coils installed. Receives power through a terminal, outputs power into a wire beneath itself

SMES Coils

Coils determine how much power can be stored and how far you can adjust the I/O. You can fit six coils inside a single SMES unit

  • Superconductive Magnetic Coil: Stores 5 MJ of power, I/O of 250 kW
  • Transmission Coil: Stores 0.5 MJ of power, I/O of 1000 kW
  • Capacitance Coil: Stores 50 MJ of power, I/O of 50 kW
  • Basic Coil: Stores 1 MJ of power, I/O of 150 kW

Power Cell Rack PSU

An alternative to the SMES. I/O is probably locked but the amount of power you can store depends on how many power cells you shoved inside it.

Power Cells

  • Default: 1000
  • Heavy Duty: 5000, found in APCs and portable atmospheric equipment
  • High Capacity: 10000
  • Super Capacity: 20000
  • Hyper Capacity: 30000
  • Slime: 15000, recharges, harvested from yellow slimes in xenobiology
  • Potato: 300

Power Distribution

If you wanna use power you gotta talk about how it's distributed

Wires

Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge. use a multitool on these to figure out how much power is available.

APC

Stores power but not much, it supplies power to all machines in the same area as the APC. If it's not in the same area, it's not under that APC's control

Rechargers

These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao

  • Device Recharger: 45 kW when active. Accepts power cells, energy weapons, batons, and certain devices.
  • Heavy-Duty Cell Charger: 90 kW when active. Only accepts power cells.
  • Cyborg Recharging Station: 40 kW when active with default parts. Accepts stationbounds, IPCs, and biologic crew if they're wearing a RIG. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
  • Exosuit Dock: 90 kW when active. Park a mech over this to recharge its cell.

Power Priority

SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h

Interruptions and Syncing

APCs will turn red for a while if an explosion happens or if substations have their breaker boxes toggled. That's because power code sucks and has to resync everything after a large change in power nets like wires being spawned or deleted. if people complain about APCs being red and that engineering sucks tell them to shove it up their ass and wait two seconds lmao

RCON

Dumb

Breaker Boxes

Thing that spawns wires under itself to connect to adjacent wires. In a substation's case this will connect a wire beneath the SMES to a wire leading to the rest of the grid, effectively connecting the department that SMES is supposed to be in charge of to the rest of the grid

Pros and Cons

Effective battery storage but can depower whole departments if your settings suck, or if someone decides to charge some batteries

Engineering Department
Head of Department Chief Engineer
Personnel Engineer - Atmospheric Technician
Useful Guides Guide to Atmospherics - Supermatter Engine - Guide to the INDRA - Guide to Thrusters - Telecommunications - Integrated Electronics

Шаблон:Gameplay Guides