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The power grid and ways to stabilize it


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I can understand the need for a low capacity wire and a high capacity wire. The way things are now the high capacity wire needs to completely replace the entire circuit once the electrical usage is beyond the 1000W limit of the low capacity wire because you(the development team) are currently using the a system that makes it so the entire circuit feels the entire load being used making the low capacity wire useless in large grid circuits.

Addition #1 - I would recommend to add a centralized "Breaker" into the game that would separate one large circuit into smaller ones on a large grid for example it would have a 2000W max input and 2 X 1000W output or 4 X 500W. This would allow for a more stable power circuits.

Addition #2 - I would also recommend adding a power line capacity wire that can carry 4kW power as well as a "Transformer" which is a high capacity version of the "Breaker". This would allow for a larger power grid without the need for repairs. 

The "Transformer" would split a 4kW source into 4 X 1kW or 2 X 2kW power lines.

The "Transformer" and the "Breaker" are forms of power splitters which has an input of high Watts volume and converts it into multiple lower Watt volume lines.

A device would draw power from the "Breaker/Transformer" equal to or less than the output limit of one line from the "Breaker/Transformer". The input line would draw in power from any sources(Batteries, Generators, Breaker, Transformer). Any device that draws power would subtract that amount from the "Breaker" that it draws power from. As power from the "Breaker" is being used the same amount is drawn in from the "Transformer" or the "Battery" up till the output limit. Same goes for the "Transformer".

Addition #3 - I think you could also use a "Liquid Kinetic Generator"(imagine a dam). For this all you would need to do is make a tile that is like the mesh tile(gas and water flow through but not solids) and add a flow resistor to make the flow slower and now that when water is moving from one side to the other side it produces electricity much like the dupe generator(mouse wheel) does at the moment. It would also need a shut off valve and a output connecting it to the power grid.

Addition #4 - I think that you could make a next level of power research and include the "power line cable", "transformer", "circuit breaker" and the "liquid kinetic generator".

Addition #5 - I noticed that devices made from gold have a high breakdown temp. This should also apply to wires made from gold being able to carry a higher power load without overloading(+50% of current wire load till an overload). Power moves throw gold more easily that other metals.

Example - gold wire has a load limit of 1500W instead of 1000W. Gold high capacity wire would have 3kW instead of 2kW.

I had a simple solution - max circuit wattage = average wire wattage in that circuit. So, if You have 100 wires with 1kW Wattage, and need to run 1,2kW setup, you replace 20 wires in this circuit. Average wattage = 1200W. It allows to upgrade Your base in steps, when needed, preserve resources, and do it step by step.

Why don't you look at other games or mods that already did this with great success, like IndustrialCraft for example?
Also, some random thoughs about this subject that I had while playing (loving this game alot so far, that's why I care)

- There should be some options for choosing between various energy units (sort of what Transport Tycoon does with distance units [Km/h or Miles/h], power units [Kn or HP] and so on)

- Batteries could use Ah (Amper/hour) as capacity unit, is counterintuitive for some of us that don't use Kj frequently.

- While adding transformers, why not simply add standard voltage usage? Normal wires use 240V, High power use 960V (normal x4), etc..
  That way, there will be a clear distinction between cables besides just Kwh usage.

- Can I interest you in Stirling or Peltier generators? Stirling being 2x4 and generating 50% of a hydrogen generator at max temp difference (is it called delta?) of 200C, and Peltier cells being 1x1 and generating 10% at max temp diff of 100C (but need gold and copper in equal quantities)

- Please pretty please don't keep going with this circuit simulation model where everything gets overcharged at the same time, it's infuriating. Please. I'd rather battle with batteries catching fire because you just duplicated heat penalties when overcharged, that keep with this.

2 hours ago, Kaleb Jander Greek said:

- Batteries could use Ah (Amper/hour) as capacity unit, is counterintuitive for some of us that don't use Kj frequently.

Ah (which by the way is Amperes times hours, not per hour) doesn't actually correspond to energy without a voltage. Also, the units in this game don't really make sense anyway: for two examples, dupes take up 2 cubic meters and effortlessly carry 400+ kg.

1 hour ago, Ciderblock said:

Ah (which by the way is Amperes times hours, not per hour) doesn't actually correspond to energy without a voltage. Also, the units in this game don't really make sense anyway: for two examples, dupes take up 2 cubic meters and effortlessly carry 400+ kg.

Gravity or lack thereof? I think maybe there are gravity boots built into their suits which keep them on the ground, which is why they do the Wile E. Coyote fall. All the materials are barely held on the "ground" within the asteroid and are easily picked up to a certain point. Would also explain why water acts funny,

Also also, I don't want to delete the cable the moment I select it for replacement. Just add the material needed then replace it, otherwise everything connected over that particular wire stops until I get priorities up, so the dupe actually does the job.

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