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The "Power" tab of a Kiln showing energy consumption, fuel being used, and fuel reserves.

Power is needed to operate more advanced crafting stations in Eco. There are three types of power: Fuel, mechanical, electric power.

The "Power" tab of an object will show the type and amount of power that is needed or generated.

Electric and mechanical power are measured in watts (W). Fuel power is measured in Joules (J).

Fuel Power[edit | edit source]

Early crafting stations, such as the Campfire, require fuel to function. The fuels accepted by each crafting station are visible under the "Power" tab.

Each fuel-powered crafting station has one inventory space for fuel currently being consumed, and two inventory spaces for fuel reserves. Only one unit of fuel can be burned at a time, but fuel reserves can accept stacks of fuel up to that item's stack limit.

Fuel reserves will appear in linked storage, allowing them to be the destination for crafting projects that create fuel items.

Fuel Types[edit | edit source]

A fuel source is any fuel that can be used in the fuel supply of the Power Tab.

Item Energy Weight Stack limit
Coal Icon.png Coal 20,000J 30.00kg 20
Charcoal Icon.png Charcoal 20,000J 1.00kg 100
Log Icon.png Log 4,000J 10.00kg 20
Lumber Icon.png Lumber 4,000J 10.00kg 20
Arrow Icon.png Arrow 500J 0.01kg 100
Board Icon.png Board 2,000J 0.50kg 100
Gasoline Icon.png Gasoline 100,000J 30.00kg 10
Biodiesel Icon.png Biodiesel 80,000J 30.00kg 10
Petroleum Icon.png Petroleum 80,000J 30.00kg 10
Torch Icon.png Torch 1,000J 0.50kg 1
Tallow Icon.png Tallow 2,000J 0.02kg 100
Oil Icon.png Oil 4,000J 0.10kg 100

Fuel notes[edit | edit source]

Server configurations allow server owners to change the energy values for the different fuels. Servers can modify these values or add/remove fuel types. Consult with your local server admin for accurate fuels.

Recent testing as of Beta 0.7.2 (staging) suggests that either energy contents of fuels are half of what the given info really is, or that stations burn through the fuel twice as fast. Needs further testing.

Mechanical Power[edit | edit source]

Mechanical power is supplied through:

Windmill Icon.png

The Mill and Sawmill use mechanical power.

To operate, the Windmill or Waterwheel must be placed within close range (~15 blocks) of the object to be powered. It does not appear to matter if the objects are attached to a deed.

Electric Power[edit | edit source]

There are two types of electric objects in-game: supply objects and demand objects.

Supply Objects[edit | edit source]

Supply objects broadcast power in an area 40 blocks from their origin. This creates a "grid" of power that demand objects can draw from. The power grid appears to be unaffected by property claims.

When placing a supply object, the primary block it is placed on is the center of its power radius. This also applies to larger objects such as Solar Generators.

Within any grid, all supply objects will add their wattage to a combined total, and all demand objects will drain from the total.

Supply objects include:

Demand Objects[edit | edit source]

Demand objects will subtract wattage from the grid based on their power demand. Demand objects also broadcast power, but only at a distance of 20 blocks from the object.

Although demand objects do not generate power, this means that the radius of a power grid can be expanded by placing a demand object at the edge of a supply object's power radius.

All electronic objects (supply and demand) will link together and become part of the same grid, even if they are offline. Once linked to the grid, an object will remain connected until all supply objects are removed from the grid. If all connecting objects between a supply object and a demand object are removed, the demand object will remain powered, even on the opposite side of the world!