Closed informatJonas closed 2 years ago
You can currently send Industrial Revolution power over AE2 cables with the AE2 Energy P2P tunnels. This is one-to-many, so from a single input P2P tunnel you can supply IndRev power to multiple outputs. You still have to connect IndRev cables to and from the AE2 P2P tunnels and IndRev machines, but this allows you to have IndRev power anywhere your AE2 network goes.
I have now tried to connect an Electric Furnace with Energy P2P Tunnel. However, the furnace does not receive any power.
I had issues getting this to work at first too, so here are some notes I took while I was troubleshooting getting this setup to work:
To establish link:
Hopefully some of this is helpful to you, it took me a few tries to get it working on my survival world after knowing it could work from a creative test world.
Thank you very much for your help.
Was about to send you my setup, when it suddenly worked after all
I'd like to mention another problem on a similar note - IndRev can power AE2 systems via the Energy Acceptor, but cannot take power from AE2. It's a bit annoying, since it's limiting me to storing all my power in the Flux Containers.
@64-Tesseract That's the way intended by AE2 for the mod to be played, even its wiki says so:
To power your network, you can either connect a Vibration Chamber directly, or use an Energy Acceptor to connect energy sources from compatible mods.
The best solution in your case is to connect your energy source to your flux containers and from there have a single cable power AE2 through a energy acceptor.
Sure, but I don't see why it wouldn't be 2-directional... It's not that huge of an issue, just seems unintuitive to me
There's a few reasons that I think they do it that way.
The first is simple drama avoidance. There's been some issues in the past with mods having infinite loops and duplication of resources/energy when able to cycle back and forth. If I remember correctly, there was a massive blowup between two mod teams in the past over "imbalance" due to how the two mods interacted when installed together, which led to one of the mod authors corrupting players' Minecraft worlds if their mod detected the other mod's existence. It's easier for AE2 to just avoid any potential issues by only accepting power to avoid similar circumstances.
Another reason is that they have complete control over their energy API this way. They can keep or break backwards compatibility when they need to. They can make the power/item flow as efficient (computationally) as possible without worrying about anything else crossing their network. They can update to new Minecraft/Fabric/etc. versions without waiting for external energy APIs before beginning.
The last, and possibly biggest reason when the mod started, is "realism." Applied Energistics 2 isn't based on a high-voltage power grid or factory design, it's meant to be a communications/low-voltage network. Think of the terminals, drives, crafting CPUs, etc. as PCs and servers, and the cables as ethernet lines/switches. The controllers are stacked/bridged network switches. The energy inputs are PSUs, and energy cubes are UPSes. This is the design that AE2 tries to build around. In real life networking, you can't send 120v/240v power over low-voltage data lines by regulation and simple physics (though you can send data over high-voltage with Ethernet over Power adapters, but let's ignore those.) It's meant to be the same with AE2, the mod is mimicking these types of networks, from channels being 8 and 32 port switches to calling the access stations terminals and requiring "CPUs" to manage the crafting flow.
I see their energy P2P terminals as a statement of, "Yes, we understand that this would be useful, and we agree, even though it slightly breaks our realistic design. Here's a way that works for both of us." The energy P2P terminals are metal conduit for the standard current lines to run near, but not directly with, the network cables.
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