Hi there...
so yeah i'm not really expecting this to be implemented (or well someone or me might make it an AddOn at some point),
but yeah.
So this isn't even fully worked out yet, just some thoughts on the topic.
And yes its gonna be a little complicated - but nuclear power is too, and people seem to complain about lightning rods being either useless or a set-and-forget-op-thingy
Components:
- Lightning Generator
- Shock Absorber
- Maybe Iron blocks
Lightning Generator
Well yeah it takes EU and generates lightning... so it will strike any blocks in a box ( e.g. 9x9) in front of it, randomly choosing a target.
If a block is closer than a certain distance (e.g. 4 blocks) it is destroyed.
It has settings: Charge and Speed, charge basically just means the charge of the bolts it fires and speed how fast it will fire them (provided it has enough energy for it anyway ofc)
So it takes and stores EU and once it has enough storage to fire the set bolt it will do so and then wait until the delay (speed) is over - then fire another or wait until it has enough EU stored to do so
(Note: should probably fire bolts without a global thunder sound, as that would be annoying as hell)
Can be turned off by applying redstone/redwire.
Shock Absorber (could also need an iron block next to it, to transfer the bolt charge into the absorber when the bolt hits the iron block)
Well if one of those is hit by a lightning bolt (by the machine - maybe natural ones too) it absorbs the shock into its internal buffer.
This makes it gain charge (and maybe heat). It will then start to slowly transfer the EU form its buffer into the energynet - provided it has a target ofc, else the buffer will store up more and more as it gets hit more and more.
Now the buffer doens't last forever, if it goes beyond its maximum something could happen.
e.g. its wrecked and spreads its charge to the surrounding blocks (thus giving a chance they'll get overloaded and wrecked too).
If Heat is added it could dissipate over time (might need to have a cooling device too) (Or have water [see next section])
They'll get more extra-charge if they already store a bit. So e.g. Charge added = Bolt charge + 4% of buffer charge
Wrecked absorbers could get you scrap or maybe some of its buildings parts back if you remove them.
The space between
Could be air... or water... water could act as: If a bolt hits it the bolt charge is spread out to all the shock absorbers touching the water, but also losing a percentage of the energy in the water.
So there it is
High bolt charge or fast speeds? Bigger chance of overloading something or needs a cooldown period
Water spreading to have less risk to strain one block? Less energy gotten (Cause water energy loss + absorbers getting less bonus charge)
More aborbers to gather more bolts and gain higher energy? More resource cost
Less space between the absorbers and the generator? Well nets you more focus on the absorbers (less absorbers to hit) but also means they'll get heat and charge much more quickly, thus needs more management to make sure they don't wreck
Forgot to add off an automatic shutdown, so your MFSU is full and its still charging up the absorbers - which can't get rid of the charge and wreck in mass? - well thats bad
etc
Balance => maybe should be able to generate equal to or lower to nuclear => no chance of explosion but with poor management you'll lose a lot of materials on broken absorbers and such
maybe the generator needs some material to generate the bolts.. blaze rods maybe, i dunno