CC: Tweaked

CC: Tweaked

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Why doesn't energy_storage have an energy transfer method similar to inventory or fluid_storage?

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commented

It seems there is no method for transferring energy in energy_storage, unlike inventory or fluid_storage which have corresponding transfer functions. Additionally, there don‘t appear to be any existing issues addressing this.

commented

I think item/fluid transfer is very different to energy transfer. With items/fluids, there's a lot of interesting automation challenges about making sure the right items are in the right place. As all RF/FE is the same, the only thing you could really do would be smart routing of energy — but that's pretty niche, especially given that most modded worlds generate a surpass of energy anyway![citation needed]

It's worth noting that a lot this functionality is built with smaller/more-vanilla-esque modpacks in mind (where it competes against vanilla item transfer). In larger packs, where you've got AE2/RS or other powerful pipe mods it's less useful. This becomes more true with RF — if you've got RF that needs transferring, then you've probably already got some form of energy pipes!

The other component of this is balance. CC:T's item/fluid transfer methods allow you to move an effectively unlimited number of items each tick, which is hilariously unbalanced. I'm fine with that though1, a) you still have to put in some effort to really make it fast, and b) it's a worthwhile trade-off compared with the features it unlocks. With RF, you could very easily write a program to transfer 2B RF/tick, which is a bit broken!

Footnotes

  1. I would like to put in some rate limits, but I have never found an implementation I've liked.