Instead of going into the boring route of exploring only Electrical Energy (such as Thermal Expansion), I would also like to introduce different types of Energy such as Rotational and Thermal.
A great example of good Rotational Energy is Create which I will probably steal take inspiration from.
I believe my idea on Thermal Energy is unique, but IIRC PneumaticCraft might have something similar.
The idea is for it to be not only something linear like Energy where more = better but something where, depending on the context, you want more, less, or a specific value of Thermal Energy.
Some machines, like an evaporator, for example, might "consume" Heat, cooling down the pipe (lowering its Thermal Energy), but only when the heat of the pipe is above some threshold, which is the liquid's evaporation point.
Other machines, like a cooler, possibly used in a Cool Room (similar to GregTech's Clean Room), possibly used as a requirement for supercomputers, might "consume" Cool, heating the pipe and could also require the Thermal Energy to be lower than some threshold (for example -100).
I believe this is a simple enough concept for everyone to understand but also a very deep one allowing for a lot of complexity, creativity, and replayability.
So an example of these systems working together could be as such:
See how all systems beautifully work together to form all this complexity?
To be more beginner-friendly in the early game you could start generating power only with a generator and a hand crank.
Also, for, for example, ore processing, the methods that give worse results (yield less for more), could be very monolithic and lenient, but the more complex ones, requiring multiple machines working together, very specific thermal temperatures, and constant flow of expensive coolants and also exploding if not properly taken care of could have absurdly OP yields, up to 64x the simplest method.
Instead of going into the boring route of exploring only Electrical Energy (such as Thermal Expansion), I would also like to introduce different types of Energy such as Rotational and Thermal.
A great example of good Rotational Energy is Create which I will probably
stealtake inspiration from.I believe my idea on Thermal Energy is unique, but IIRC PneumaticCraft might have something similar.
The idea is for it to be not only something linear like Energy where more = better but something where, depending on the context, you want more, less, or a specific value of Thermal Energy.
Some machines, like an evaporator, for example, might "consume" Heat, cooling down the pipe (lowering its Thermal Energy), but only when the heat of the pipe is above some threshold, which is the liquid's evaporation point.
Other machines, like a cooler, possibly used in a Cool Room (similar to GregTech's Clean Room), possibly used as a requirement for supercomputers, might "consume" Cool, heating the pipe and could also require the Thermal Energy to be lower than some threshold (for example
-100
).I believe this is a simple enough concept for everyone to understand but also a very deep one allowing for a lot of complexity, creativity, and replayability.
So an example of these systems working together could be as such:
See how all systems beautifully work together to form all this complexity?
To be more beginner-friendly in the early game you could start generating power only with a generator and a hand crank.
Also, for, for example, ore processing, the methods that give worse results (yield less for more), could be very monolithic and lenient, but the more complex ones, requiring multiple machines working together, very specific thermal temperatures, and constant flow of expensive coolants and also exploding if not properly taken care of could have absurdly OP yields, up to 64x the simplest method.