Description
PowerConverters 1.6.4

It's here! Finally, a way to wrangle all those power systems into one central location. PowerConverters understands IC2, BuildCraft, UniversalElectricity (Dropped Support for UE), (Factorization), and Railcraft steam.
2.x (3.x is when I took over) is a total rewrite. The secondary machines can now be found in MFR instead. The GeoMk2 is gone (its functionality became part of IC2 itself long ago); the Water Strainer has been replaced by the Liquid Router. The power-generating aspect of the Water Strainer is at least temporarily gone. I'm looking into some way of dealing with that in the future, but nothing yet. My apologies if you were relying on that.
Videos
Crafting
[spoiler]First, you want to craft an Energy Bridge:

This will be the center of your conversion system. Put it somewhere. Next, pick one or more of the various mod systems below. You'll need at least one 'consumer' and one 'producer'. Put them adjacent to the bridge. You'll get a GUI like this:

At the top, "INPUT LIMITED" or "OUTPUT LIMITED" will tell you if you're drawing more than you're inputting, or vice-versa, respectively. Each row describes one face of the bridge, and lists the following data:
- Side relative to bridge
- Power system connected, if any
- Input vs output
- Rate (or "NO LINK" if the block on that face has no wires/pipes/etc connected to it).
In addition, the background of each row will be black if nothing is there, red if a block is present but has no connections, yellow if connected and 0 throughput, or green if it's doing something.
Note that producer/consumer blocks' faces will change when a connection is detected.
There is also a universal charger as of 2.1:

This links to chests (anything with an inventory, really) and can charge items inside of those chests. It understands both IC2 and UE items. It can also charge items in the player's inventory if the player stands on it.
All recipes shown are for consumers; to get a producer, just put the consumer in a crafting grid (the reverse also works to get consumers back).
Power systems:
[spoiler]BuildCraft consumer:

Or:
!!!!No Longer Working!!!!!

BC consumer/producers are available if either BC or TE are installed.[/spoiler]
[spoiler]FZ consumer:

Due to Factorization oddness (Factorization is Freaky), you must place PowerConverters blocks after the Factorization blocks.[/spoiler][spoiler]IC2 LV consumer:

IC2 MV consumer:

IC2 HV consumer:

IC2 EV consumer:

IC2 EV consumers have no upper limit on input pulse size, so they'll accept nonstandard wiring like GregTech superconductors just fine (though finding a way to output all that power might be difficult). EV producers output 2048EU. All IC2 producers will output a single pulse per tick of their specified voltage, but this can be increased in the config.[/spoiler][spoiler]Steam consumer:

Steam consumers/producers can be throttled in the config file if desired. Remember, ThermalExpansion Liquiducts (They are called Fluiducts now
) are by far the most effiicent system for liquid transport.[/spoiler][spoiler]
I killed UE support. You do not need it, it is called Universal for a reason.
In newer versions you need a battery instead of a battery box. Try both if you're confused.
UE 60V consumer:

UE 120V consumer:

UE 240V consumer:

UE 480V consumer:

Note that UE's own "Watt" is power/second, and the bridge displays power/tick. There is a factor of 20 difference between them. This is not a bug.[/spoiler][/spoiler]
[spoiler]PowerConverters 2.x exchange rate is based on the cost to smelt a single item in a furnace. This cost is 70KW (or KJ depending on how you look at it) for UE, 390 EU for IC2, and 160MJ for ThermalExpansion (which I'm counting for BC because BC has no furnace, and ignoring TE's special furnace recipes that are cheaper than normal). There's no such thing as a steam furnace, but the Railcraft wiki says it's 5 steam per 1 MJ, so we'll assume a theoretical steam furnace would consume 800mB.
So, inverting those (and adding a x10 to get rid of most of the decimals), we get the ratios as follows:
- UE: 10
- IC2: 1800
- BC/TE: 4375
- Steam: 875
- FZ: 875
Note that Factorization was assigned based on its steam being equivalent with Railcraft's.
Now, it's entirely possible to find another mod with different ratios that when combined with PowerConverters will cause a positive feedback loop (i.e. infinite energy). UE in particular has some rather weird default ratios that basically guarantee this can happen. I will not treat this as a bug - if you don't want it to happen, change the numbers (see below) (No UE suport, No Bug
). If you manage to cause an infinite energy scenario using just my stuff though that's definitely a bug, tell me.
If you think they're too good, or you think one of the power systems is too weak compared to the others, or you want to add a deliberate loss during conversion, just go to the config. You can change the input and output multipliers for all four power systems individually.
These values are applied as such:
outputQuantity = inputQuantity * inputScale / outputScale
So if you had 100 MJ to convert to EU, you'd get 100 * 4375 / 1800 = 243.05 (or probably 224 in reality, due to EU pulse rules).
[/spoiler]
1.6.4 Port
PowerCrystals is not updating his mods and Skyboy the current maintiner of PowerCrystal's Mods says,
Quote:I have not ported Power Converters, and may never do so because of the trouble of maintaining current with all of the various (ever-growing) power system APIs. Feel free to make your own port based on my port of PCC, however.
So i decided to make my own port.
Downloads
[size=4]SourceCode - [/size][size=4]Github[/size]
1.6.4 Universal - CurseForge
[size=6]Credits[/size]
PowerCrystals - Origanal Developer
SkyBoy - Porter of all PowerCrystal's other mods and PowerCrystalsCore to 1.6
Myself (Techcable) - Port to 1.6
NATO_chrisjm - Sprites
AtomicStriker - Maintainer after PowerCrystals dissapered
AtomicStriker (Again) - FML/1.3 Port
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What means Verified?
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Compatibility: The mod should be compatible with the latest version of Minecraft and be clearly labeled with its supported versions.
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Functionality: The mod should work as advertised and not cause any game-breaking bugs or crashes.
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Security: The mod should not contain any malicious code or attempts to steal personal information.
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Performance: The mod should not cause a significant decrease in the game's performance, such as by causing lag or reducing frame rates.
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Originality: The mod should be original and not a copy of someone else's work.
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Up-to-date: The mod should be regularly updated to fix bugs, improve performance, and maintain compatibility with the latest version of Minecraft.
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Support: The mod should have an active developer who provides support and troubleshooting assistance to users.
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License: The mod should be released under a clear and open source license that allows others to use, modify, and redistribute the code.
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Documentation: The mod should come with clear and detailed documentation on how to install and use it.
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How to Install
Download Forge & Java
Download Forge from the offical Site or here. If you dont have Java installed then install it now from here. After Downloading Forge you can run the file with Java.
Prepare
Lounch Minecraft and select your Forge istallation as Version this will create a Folder called Mods.
Add Mods
Type Win+R and type %appdata% and open the .minecraft Folder. There will you find your Folder called Mods. Place all Mods you want to play in this Folder
Enjoy
You are now Ready. Re-start your Game and start Playing.