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Did they fix the "unlimited watts regular wire/no consumers" exploit?


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I have been using the heavy-watt wires very rarely because of the exploit where you can have any amounts of watts on regular wires as long as there is no direct consumers on them. (transformers before the consumers)

But in recent patches it seems that I get more and more circuits overloading. Not a ton of them, but 1 or 2 wires each cycle maybe. 

The short answer is yes, looks like the devs figured it was about time we started playing by the rules for power transmission. :) You definitely need a heavi-watt backbone now for larger bases.

What I've noticed is that transformer consumption now seems to count towards the total load on the circuit (it previously didn't) and they don't regulate their energy intake to keep the providing circuit from overloading. So feeding a transformer from a 1 kW circuit that's already fed with a transformer will cause circuit overload on the intermediate circuit as well as the top level circuit if that isn't made of heavi-watt.

You also can't use wire bridges in heavi-watt circuits anymore, they'll take overload damage.

I can run the heavi-watt wire pretty easily through my storage tunnels and seal them up with airlocks, but because airflow and mesh tiles don't block the negative decor effect of the heavi-watt wires we're going to be dealing with some airflow issues I think...

I've taken to making passthroughs for the maintenance backbones.  Stress is really low as long as they're not constantly staring at it.  Just make sure you high décor anywhere they spend significant amounts of time and passing by one of these has a minimal effect.

ASLraF1.jpg

5 minutes ago, Sevio said:

@WanderingKid Yeah I guess countering with decor spam is the way to deal with the passthroughs. Now I have to wonder, what did Lindsay the Oozer do to deserve her title? :)

Actually Lindsay the Dozer (She's a construction expert), but there is one called the messy because he couldn't be bothered with a bathroom... twice. :?

@Sevio @WanderingKid  Thanks for confirming guys, was wondering if I was doing something wrong.  I guess I'll just make a heavy-watt backbone outside the base. I don't really use coal at this point, so no need to have any of them inside, all the heavy equipment, transfos and batteries are already outside.

And even if I want to use coal inside the base (c02 for shrooms), I guess I can just run a regular wire per coal generator that links to my backbone outside the base...

@manu_x32 I do have my coal inside the base, but that's mostly because of early game convenience for power, as I try to get off the hamster wheels very quickly.  I definitely use it as my original backbone.  If you're just looking to easily setup your shroom farm, I recommend pumping the CO2 from the NGG's to it and have a skimmer at the bottom with an atmo switch to clean up overpressure and feed the PH2O resevoir.  No reason to stick a Coal Generator in there if all you need is the CO2. :) 

1 hour ago, WanderingKid said:

@manu_x32 I do have my coal inside the base, but that's mostly because of early game convenience for power, as I try to get off the hamster wheels very quickly.  I definitely use it as my original backbone.  If you're just looking to easily setup your shroom farm, I recommend pumping the CO2 from the NGG's to it and have a skimmer at the bottom with an atmo switch to clean up overpressure and feed the PH2O resevoir.  No reason to stick a Coal Generator in there if all you need is the CO2. :) 

yeah I know, but I don't really need to pump additionnal Co2 in there, dupes CO2 is enough. Coal generators were just there early and mid game and helped adding more Co2 quickly Don't really need a skimmer either, I think my quadro doors eat some of eat when dupes pass by, enough to keep the level in the right spot. My shroom farm is not closed, it's open at the bottom of the base..  My NGGs, oil generators and plastic presses co2 all goes to the slicksters, and they can't get enough.  ;)

 

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