Electricity: Difference between revisions

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'''EU/t''' is a unit describing an amount of EU produced, moved, or consumed in a tick.
'''EU/t''' is a unit describing an amount of EU produced, moved, or consumed in a tick.


=== Quick Tip ===
GregTech's power system is called the '''GT Enet API''' (Enet).

== TL;DR ==
* If you have X generators of [[Tier]] Y, use cables that can handle X Amperes of Tier Y.
* If you have X generators of [[Tier]] Y, use cables that can handle X Amperes of Tier Y.


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=== Voltage Tiers ===
=== Voltage Tiers ===
''Main Article: [[Tiers]]''
''Main Article: [[Tier]]''
<!--GregTech: New Horizons has 9 finished Voltage Tiers as of version 2.0.2.5, it also has 3 Voltage Tier partial finished voltage levels(*) and 4 not reachable voltage levels(**).-->
<!--GregTech: New Horizons has 9 finished Voltage Tiers as of version 2.0.2.5, it also has 3 Voltage Tier partial finished voltage levels(*) and 4 not reachable voltage levels(**).-->


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==Trivia==
==Trivia==
* GregTech's power system is called the GT Enet API (Enet).
Since version 5.0 (for Minecraft 1.7.2), GregTech has its own Energy System since [[GregoriusT]] wasn't satisfied with [[IC2 Experimental]]'s Energy System.
* Since version 5.0 (for Minecraft 1.7.2), GregTech has its own Energy System since [[GregoriusT]] wasn't satisfied with [[IC2 Experimental]]'s Energy System.


{{Quotation|The reasons of why I removed compatibility to the IC² Enet are that Cable Loss doesn't work, that the Network doesn't have Packets anymore and that it switched from Integer to Double (what is horrible for larger Energy Storages). Not to mention that it is very hard to have control over Energy flow without constantly registering and unregistering TileEntities.|GregoriusT}}
{{Quotation|The reasons of why I removed compatibility to the IC² Enet are that Cable Loss doesn't work, that the Network doesn't have Packets anymore and that it switched from Integer to Double (what is horrible for larger Energy Storages). Not to mention that it is very hard to have control over Energy flow without constantly registering and unregistering TileEntities.|GregoriusT}}