Applied Energistics 2

Applied Energistics 2

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Spatial IO rebalance

Moddingear opened this issue ยท 2 comments

commented

The math used for Spatial IO energy requirement calculation is so that you have to reach 100% for appreciable results. I propose another mathematics formula that doesn't necessarly force 100%.

Describe the feature
The calculations are done in https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/master/src/main/java/appeng/me/service/SpatialPylonService.java
Currently, you need to cover 3/8 of the area of the zone to capture with pylons for 100% efficiency.
This efficiency ranges from 0 to 1.
Current power requirement math is as follows :
MinPower = Volume * spatialPowerMultiplier
MaxPower = MinPower^spatialPowerExponent
PowerRequired = efficiency*MinPower + (1-efficiency)*MaxPower

Defaults for spatialPowerMultiplier is 1250 and for spatialPowerExponent is 1.35

This is very bad for large minPower requirements because of the exponent :
Let's say MinPower is 100k
MaxPower is 5.6M
Efficiency : Requirement
At 25% : 4.2M
At 50% : 2.9M
At 75% : 1.5M
At 95% : 376k!
This imbalance only gets worse the bigger you go.

I propose to change PowerRequired :
PowerRequired = MinPower^( 1 + (spatialPowerExponent - 1) * (1-efficiency))

At 25% : 2M
At 50% : 750k
At 75% : 274k
At 95% : 122k

Reasons why it should be considered
It costs nothing to implement

Additional Context
Crafting pylons is hard, and crafting more pylons with little result isn't really motivating.

Also you could make the percentage of area to cover not linear with the area but something smaller. 16^3 are already hard to cover in survival, 128^3 is impossible (In All Of Fabric 3)

commented

I absolutely agree. The current math behind Spatial IO really doesnt feel right.

The values / requirements that you get, if you somehow get closer to the limits of the spatial io feature, are just ridiculous in relation to the energy storage options, that actually come with the mod. If you play in survival and want to build a rather big spatial array, you will get energy requirements that you pretty much cannot fullfill with the "vanilla" ae2 energy cubes. The problem arent even the mats needed or anything... its just the fact that you need so many energy cubes, that you end up filling more space with energy cubes, than the space you actually want to store. (i'm maybe exaggerating a bit, but still) :)

Don't get me wrong: I'm not saying that the requirements are nescessarily too high... its just the fact that AE2 doesn't really provide a way for the player to actually meet them (at least somehow efficiently).

Some balancing and finetuning is really required here.

commented

That's also true.
In my server I ended up setting the exponent to 1 (disabling it effectively) and setting 1000 e/cube. It's still not something that allows players to move easily but looks like it should be.
Also, why are the spatial storages not reusable?