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Intro notes:
This thread introduces the tags "idea compilation" and "workshop".
The thread topic is Power 3.0 and satisfaction of peoples looking back to 1.0 power stripes with all mechanics available and invented for it.
Forked idea from https://starmadedock.net/threads/turret-radar-alert-system-still-possible.31173/#post-375110 and personal considerations on it over a longer time.
_______
Summary:
The bigger that thing is, the more crew the ship has, the more the complexity is spread to more and more human/NPC brains and the higher the capacity of complexity. Additional complexity is then rewarding thing, because you wouldn'T add complexity if it doesn't give a bonus.
(insert thread link here: https://starmadedock.net/threads/.31175/)
_____
Topic:
Thus, I would (in Schema's position) enable SM.code to grow simple and more and more complex reactor patterns. Each layer of complexity is designed to enable at a certain block count.
Theoretically, you can describe the effect with:
Reactors are meant to be built in the 4:3:5 format. A bit squeezed in high to fit into less ship floors in high and a bit longer than a box so that the builder has choices in rotating it.
You can rotate them anyway you like, but a Cube will never give the bonus of a 4:3:5 shape, because it is missing 60% volume, mostly face-shapes reducing effectiveness by up to 40%.
Perfect cubes like 3:3:3 would be expanded to a 4:3:5 modell for evaluation of output.
Elongnated versions cannot fit additional boxes around the reaction-bubble left and give 80% .
Then, you do not build from a core outward, but from the hollow reactor box which shape counts inward. The more complexity you can add to the increasing depth, the more choices you have.
Picking best choices would usually give rewards over multiple small reactors.
Going into details:
I hope everything can be designed as opt-in.
Basic reactor would be a hollow box with some lava in it.
Advanced reactor would have a hollow box, some shells growing smaller and smaller, a few pipes going through the hollow box and some layer shells and lava in the middle.
Super-advanced reactors replace lava with water for fusion reactions and add a fusor completely enclosed by water blocks filling a rectangle.
Perhaps, we introduce alloyed layers (different corner or edge blocks) in the future.
I hope this last description makes imagination easier.
_________
Before I post this in suggestions, I have a few improvements to make.
I need exact numbers.
I need example pictures.
I need input on bad/good sides.
Only then, can my suggestion be a quality-suggestion peoples just appreciate without spaming complains or saying "too difficult to understand".
Who wants to push that idea through by making it something developers pull from?
EDIT: chambers may still be a thing, build in a similar fashion, further refining energetic products delivered by pipes. Modulating EM freqency to get a holofield-supporting energy, etc.
Intro notes:
This thread introduces the tags "idea compilation" and "workshop".
The thread topic is Power 3.0 and satisfaction of peoples looking back to 1.0 power stripes with all mechanics available and invented for it.
Forked idea from https://starmadedock.net/threads/turret-radar-alert-system-still-possible.31173/#post-375110 and personal considerations on it over a longer time.
_______
Summary:
The bigger that thing is, the more crew the ship has, the more the complexity is spread to more and more human/NPC brains and the higher the capacity of complexity. Additional complexity is then rewarding thing, because you wouldn'T add complexity if it doesn't give a bonus.
(insert thread link here: https://starmadedock.net/threads/.31175/)
_____
Topic:
Thus, I would (in Schema's position) enable SM.code to grow simple and more and more complex reactor patterns. Each layer of complexity is designed to enable at a certain block count.
Theoretically, you can describe the effect with:
There would be block count segments on the "block-count vs effectiveness"-graph which are very effective, rather ineffective and where previous and next complexity overlaps or is separated by a gap.
Practially, you had something more intuitive:
Reactors are meant to be built in the 4:3:5 format. A bit squeezed in high to fit into less ship floors in high and a bit longer than a box so that the builder has choices in rotating it.
You can rotate them anyway you like, but a Cube will never give the bonus of a 4:3:5 shape, because it is missing 60% volume, mostly face-shapes reducing effectiveness by up to 40%.
Perfect cubes like 3:3:3 would be expanded to a 4:3:5 modell for evaluation of output.
Elongnated versions cannot fit additional boxes around the reaction-bubble left and give 80% .
Then, you do not build from a core outward, but from the hollow reactor box which shape counts inward. The more complexity you can add to the increasing depth, the more choices you have.
Picking best choices would usually give rewards over multiple small reactors.
Each "layer" may be "1", "2" or "more" blocks thick and react to fill% on theoretical corner%, edge%, side%. Effects:
Last, some Face-Blocks are misssing, to allow pipes outward.
Face-Blocks only make up 40% to compensate for real-world applications would be smaller.
These pipes have a thickness which reduces effectiveness-loss by (30..80)%*thicknessdiff per layer. Thicknessdiff is (5-3)/5 or (9-7)/9 (new minus old value % from the new).
You have your reaction chamber, producing a range of em, heat, pressure, etc.
Then there is a layer altering it.
Usually reducing heat and add electric charge at the cost of thermal difference in comparision to absolute-Zero at over minus 200 degree which supports usable conversion ratio%.
From this layer there is an electrical pipe going outward which has 40% effectiveness loss, but one cover layer reduces it to 5% already, so it's a 1x1, 3+3 cross or 3x3 pipe independent of reactor size.
In bigger builds, there is a EM-absoption layer, which reduces the 95% em radiation escaping the first layer to 5%, converting it to power at 40% and 60% to heat. Or by choice, you can redirect that EM-field or Heat to weapons or shield generators.
Connecting pipes to weapons or thruster modules bypass that bad exchange ratio.
Connecting EM-pipes to shields or jump drive bypasses energy conversion ratio loss in layers.
Connecting heat can re-use waste heat, but the required pipes are really big, so you may only want to use it for main application and forfeit the bonus for additonal side-applications.
Sound too complex?- There is a block ID list to be placed in corners to define layer type which add rather a big fill % up to 8* 5% = 40% (or transfer 20% to edge blocks, but I thought corners should be expensive and thus you should get something for your mass/raw-materials).
- There is a block ID list to be placed in edges, depending on corner blocks. They add fill% between 0..20% (they are rather cheap, like cannon modules vs computers which sit in corners).
- For faces, use edge blocks to archive 20% filling, 80% total. Or use special face-type-blocks for double amount reaching 100% (they are for counting covered area of that layer's side).
Last, some Face-Blocks are misssing, to allow pipes outward.
Face-Blocks only make up 40% to compensate for real-world applications would be smaller.
These pipes have a thickness which reduces effectiveness-loss by (30..80)%*thicknessdiff per layer. Thicknessdiff is (5-3)/5 or (9-7)/9 (new minus old value % from the new).
You have your reaction chamber, producing a range of em, heat, pressure, etc.
Then there is a layer altering it.
Usually reducing heat and add electric charge at the cost of thermal difference in comparision to absolute-Zero at over minus 200 degree which supports usable conversion ratio%.
From this layer there is an electrical pipe going outward which has 40% effectiveness loss, but one cover layer reduces it to 5% already, so it's a 1x1, 3+3 cross or 3x3 pipe independent of reactor size.
In bigger builds, there is a EM-absoption layer, which reduces the 95% em radiation escaping the first layer to 5%, converting it to power at 40% and 60% to heat. Or by choice, you can redirect that EM-field or Heat to weapons or shield generators.
That EM/Heat pipe has 80% loss and loss is multiplied by 60% per layer. The 60% reduction diminishes with additional layers depending on the size change by adding a layer.
Heat pipes transfer Heat-Energy, yes.
But while electrical and EM energy is instantly usable, heat energy distributes over volume and to use it, you need to offset it. This means that the first 200-400 degree do nothing and then it gradually increases depending on degree difference. Like gaussian normal distribution betwen reactor core heat and pipe heat or pipe heat and heat demand.
EM is just unusable with connection via pipes - opt in to get better min-max results.
Heat has additional rules to it - opt in to get better min-max results.
If a pipe reaches the outer reactor box, all electricty becomes global at 60% value exchange ratio.Heat pipes transfer Heat-Energy, yes.
But while electrical and EM energy is instantly usable, heat energy distributes over volume and to use it, you need to offset it. This means that the first 200-400 degree do nothing and then it gradually increases depending on degree difference. Like gaussian normal distribution betwen reactor core heat and pipe heat or pipe heat and heat demand.
EM is just unusable with connection via pipes - opt in to get better min-max results.
Heat has additional rules to it - opt in to get better min-max results.
Connecting pipes to weapons or thruster modules bypass that bad exchange ratio.
Connecting EM-pipes to shields or jump drive bypasses energy conversion ratio loss in layers.
Connecting heat can re-use waste heat, but the required pipes are really big, so you may only want to use it for main application and forfeit the bonus for additonal side-applications.
I hope everything can be designed as opt-in.
Basic reactor would be a hollow box with some lava in it.
Advanced reactor would have a hollow box, some shells growing smaller and smaller, a few pipes going through the hollow box and some layer shells and lava in the middle.
Super-advanced reactors replace lava with water for fusion reactions and add a fusor completely enclosed by water blocks filling a rectangle.
Perhaps, we introduce alloyed layers (different corner or edge blocks) in the future.
_________
Before I post this in suggestions, I have a few improvements to make.
I need exact numbers.
I need example pictures.
I need input on bad/good sides.
Only then, can my suggestion be a quality-suggestion peoples just appreciate without spaming complains or saying "too difficult to understand".
Who wants to push that idea through by making it something developers pull from?
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