Suggestion core:
About Efficiency : This calculation avoids waste by avoiding supply into full target storage or drain into a full local storage
Having a supply and drain -option slave would half these blocks = 2+2 to 2+4 blocks instead of 4 to 8 - not more block IDs or inventory clutter, but less when new blocks are added.
Option blocks may work like Effect blocks.
Possibly you could combine them 50:50 to get an equalizer effect...
Ships could have a thruster which supplies the main ship thrust with few pulse-slave.
If power-supply would be inefficient (1/2 mass in blocks more), but thrust/shield-supply not, peoples would make dedicated modules to bypass the soft cap or diminishing returns. But in exchange have power regeneration and capacitors dedicated to this one sub-system.
I think it is great because
- blockBehaviourConfig.xml
- PowerTransferBeam
- Properties
- strength = 140
- range = 200
- strength = 140
- Supply-option slave
- Efficiency = %empty(target) * %full(source)
- EfficiencyPow = linear(1), fullEfficiency(0), noEfficiency(infinite)
- Drain-option slave
- Efficiency = %full(target) * %empty(source)
- EfficiencyPow = linear(1), fullEfficiency(0), noEfficiency(infinite)
- Cannon slave
- low range, strong effect
- Beam slave
- long range, weak effect
- Missile slave
- hits selected everywhere
- Pulse slave
- hits all nearby
- Properties
- ShieldTransferBeam
- ... like above
- ThrustTransferBeam (new)
- ... like above
- LogicTransferBeam (new)
- ... like above
- PowerTransferBeam
About Efficiency : This calculation avoids waste by avoiding supply into full target storage or drain into a full local storage
- 5354^0 = 1
- 0.23252^0 = 1
- 1^2 = 1
- 0^2 = 0
- 0.5^2 = 0.5 * 0.5 = 0.25
- 0.5^0.5 = sqrt(0.5) = 0.707...
Having a supply and drain -option slave would half these blocks = 2+2 to 2+4 blocks instead of 4 to 8 - not more block IDs or inventory clutter, but less when new blocks are added.
Option blocks may work like Effect blocks.
Possibly you could combine them 50:50 to get an equalizer effect...
Ships could have a thruster which supplies the main ship thrust with few pulse-slave.
- Smaller thrusters have less diminishing returns, but players which build a lot small ones inside ships may waste space to the dock.
- At <50 blocks, computers, dock and logic clock will be >=10% mass. with supply-modules it's then easily >=20% mass.
- If supply thrust supplies left, right, up, down, forward, backward separately, killing a thruster module will have nice effects on your ship (some peoples with outside thrusters would expect)
- Ideas:
- Supply-time = suppliers-count * supply-strength / thrust
- Supply-strength = something that keeps supply time between 3 and 15 seconds (to avoid lags like with supply every 0.1 seconds).
If power-supply would be inefficient (1/2 mass in blocks more), but thrust/shield-supply not, peoples would make dedicated modules to bypass the soft cap or diminishing returns. But in exchange have power regeneration and capacitors dedicated to this one sub-system.
I think it is great because
I would like to ships which don't have "all power exactly where they need it" when they choose to bypass the requirements for expensive (through resource or space) power-supply without hurting current builds much.
It could add a whole new layer to modularisation if the server admin wants that.
It could add a whole new layer to modularisation if the server admin wants that.
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