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License: Creative Commons Zero v1.0 Universal
PhyTech a minecraft tech mod based on real science™
License: Creative Commons Zero v1.0 Universal
the 'theme' of the mod is being physically accurate, and calculate everything based on real world physics, at least where this is possible.
There will be some changing required to adapt it to the way minecraft works.
different materials have different properties, taken from the real world
1.0.0 mechanical system
Rotational Frequency * Torque = Power
stress limit depending on material
to high speed at the edge of a rotating thing -> explode
to high torque -> snap
2.0.0 fluids
Flow Speed, Pressure
convert to mechanical via turbine, maybe waterwheel
convert from mechanical via pump
3.0.0 DC current
Current * Voltage = Power
wire diameter, resistance
convert to mechanical via motor,
from mechanical via generator
4.0.0 AC current
2 Phase or 3 Phase
Current * Voltage * sin(Phase Difference) = Power
like DC, + Capacitance
Constants are a bit more complicated, since there are some that only make sense in the real world, or constants that are different in minecraft.
Constants made in minecraft require a reproducible setup to measure them to reasonable accuracy.
there was a video about it on youtube, which I sadly can't find anymore.
the gist of it was, that every unit can be represented as a vector, whose columns correspond to the SI base units (+ maybe an additional one to represent conversion factors)
We won't support every quantity, only the ones we need to calculate.
We will also accept any quantity that is required to build a commonly used unit for a supported quantity.
every unit (for supported quantities) will be accepted and implemented, as long as it is actually used somewhere in the world (even if as a joke), and can be converted to SI units.
Currency internally will use Euros, but prices in-game will be displayed as Emeralds (all prices will be pulled from some online source manually)
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