Great work reviving this great mod.
However your "slight" modifications pretty much ruined the Charging bench for me, as the two reasons I used it were:
a) it was much cheaper
b) it didn't have the stupid energy storage.
To a): you are right, it may have been overpowered, however the storage ability of the mfu/mfsu is the thing that should be expensive, not the charging ability. I mean, I can produce HV, but I can't use it to charge tools without a building giant battery??
And to b): I don't like playing with battery boxes, that are highly unreallistic IMHO, instead I try to create auto-balancing generator arrays, permanently-on generators etc... With the original charging bench it was possible, but not with this one (Ok, I could create a setting that activates splitter cable once item detectors count off the items that were put inside...). Basically a HV charging bench "steals" 10 million EU that I am never going to see again, unless it is used as a regular battery.
That's why I am asking you, if it were possible to add an option (through config or creating a second set of benches) to reduce the capacity to minimum (I would imagine that would be one packetsize), possibly making the benches cheaper in the process.
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Thank you for your feedback. Let me see if I can elaborate on the thought process that went into designing the new bench to work the way it does before addressing your suggestion.
With the old bench, it would charge one item at a time, not all items in it at the same time. It also had an internal storage of EU, much more than one packet size worth, and if you wanted to actually charge up your items fast, you'd have to add a lot of energy storage upgrades just to get it to store enough internally so it could charge those at the tools fast. Otherwise, it was limited to how fast you could dump energy into it in real time.
With the new charging bench, you can dump in energy and store it for charging use later. The bench is capable of pulling out as much EU a tick from internal storage as needed to maintain the charge rate defined by the item * the overclock rate until the internal energy reserves are depleted. With the modifications you are asking for, you would be required to input, in real time, that much EU a tick, if you wanted to maintain the same charge rate. A good example is charging up a full suit of quantum armor. With 5 overclockers, you'll charge up all four pieces in about 15 seconds and spend just over 8 million EU doing it. That's a EU/T of over 26,000. With an internal storage of one packet worth of EU, you'd need to provide over 26 thousand EU/T input into the bench to maintain that charge rate.
I don't think of the HV bench as "stealing" 10 million EU that you'll never see again. I see it as storing 10 million EU so it's ready to recharge that suit of quantum armor, nano armor, or other tools. It's not wasting EU sitting there, it doesn't ask for more from the Energy Net than it can take in and it never uses any EU unless it's actually charging an item. If you don't put any overclockers into it it won't waste a single EU of power. Anything that goes into the charging bench will come back out into items placed into it to charge. The faster charge rates and the ability to charge up to 12 items at a time absolutely require a sizable internal buffer of energy because it simply isn't practical to supply it with the kind of input needed in real time.
Now, all that said, if you are set on wanting a version that only contains a single packet size (32, 128, 512) of internal storage, I don't see that adding that feature would be a problem. I can make it a configuration file option and add three new recipes for those reduced benches that do not require the batbox, MFE or MFSU as a component. There are plenty of meta values left on the blockID this uses so that won't be an issue. I'm not sure how well it'll charge up multiple items at a time though since right now, it dumps one tick worth of power (adjusted by the overclock charge rate) into the first item, then moves to the next in the list, until it either runs out of internal storage power, or reaches the end of the storage. That all happens per tick. With a greatly limited internal storage, I'm not sure if it'll charge anything faster than 32, 128 or 512 eu/t. I can see it charging up multiple low EU/T items (such as tools), but things like quantum and nano armor, I'm not so sure. I'll have to do some testing.
Let me know if you still want the changes you described and if so, I'll get to work on an update with those changes. No promises on how quickly that will be out, though I'll try to get it done within a week.