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TBD

The general rundown

Grid Power is a powerful, yet sometimes misunderstood mechanic of Extra Utilities.
It is used across the entire mod, every generator and almost every machine uses Grid Power.
Grid Power is a cross-dimension, zero cable, non-transferrable power source. Think of it as a sort of currency.
Every tick, you get the currency, aka Grid Power, and every tick, the things you’ve placed down uses Grid Power.
Say you have 12 Solar Panels, by default, they generate 12GP.
This “generation” does not stack, eg. with 12 Solar Panels you will have 12GP, until the Solar Panels stop generating.
Your machines will now “use” this Grid Power, you won’t lose any of your Grid Power, but if you use more than is in your “budget”, your machines will stop working.Say you have 2 Resonators, both making Upgrade Bases. By default, crafting an Upgrade Base uses 8GP, so if you have a “budget” of 12GP from the aforementioned Solar Panels, your machines will stop working, as you’re now using 16GP out of your 12GP “budget”.

Efficiency

Grid Power uses an efficiency based system, this means, the more GP Generators you have (eg. the Solar Panels) the less GP each Generator generates.

Understanding Groups

Before we begin, you need to understand groups.
GP efficiency is handled in groups, each GP generator fits into one of 3 groups:
panels: This group is for solar/lunar panels, along with possible future panel-like generators.mills: This group handles most of the GP generators, almost anything with “Mill” in it’s name goes in this group.special: This group is for the extraordinary generators, the ones that generate ludicrous amounts of GP, or just in general have a special quirk to them.When calculating efficiency, every generator uses it’s group’s calculations, not only blocks of the same kind, this means that the “Producing” action bar label might be off, or just in general weird in some scenarios, however it should all add up, mostly.Why is this done, you may ask? This is done to massively save on computing power, allowing for a lot more efficient design than otherwise possible, especially with the limitations of MCreator.

The Math

The equation for efficiency is:(raw-((raw / count)*(count - cutoff)))+(((raw / count)*(count - cutoff))^efficiency)Doesn’t make sense? Let me break it down, one by one:raw: The raw generated GP, so the full amount of GP that all your generators in the group would generate, if not for the efficiency losscount: How many generators in the group are currently activecutoff: The cutoff where it goes from getting all the GP your generators are generating, to using the efficiency equationefficiency: The actual efficiency value, configured in the unified configFirst, we get how much of the currently generated GP should actually be counted towards the efficiency loss, this is everything below the cutoff point, the equation for this is ((raw / count)*(count - cutoff)).Next, we minus the raw by this value, so we get what shouldn’t be affected on the left side of the equation. (raw - (affected-gp))Next, we again get how much of the raw generated GP should be affected, the equation for this is, again, ((raw / count)*(count - cutoff)).Next, we take this to the power of the efficiency value, this means that the efficiency value isn’t a procentage, but a power, and should probably remain above 0,7.Lastly, we add these two together, the raw GP that wasn’t affected by the efficiency, and the raw GP that has been affected by the efficiency.Both the cutoff and the efficiency value can be configured in the unified config for each GP group.