I split the networks because you can't otherwise mix low and big fuses in one.
Sure, but that network was only using ~60kW, you could merge it with many other networks for approaching the limit.
which is not how fuses work irl
Indeed, the whole thing is a sort-of 'alternative' physics, for both gameplay and performance reasons :) You could view the entire subnetwork as a series circuit if you like, explaining why all components have the same current. When a pole breaks/explodes/is-removed, the circuit gets rewired so it is still a complete circuit, but may not be connected to the circuit on the other side of the removed pole.
Is it an idea to make the fuses directional? This will also leave the Transformer back to its vanilla, Power switch.
I've considered this, but I don't like the idea. I really like that the transformers are dynamic, so you can use them in any situation, and with modded poles as well. Fuses are just optional extras, fitting in with the corresponding power pole, but I don't want to forcibly limit every subnetwork onto a specific power consumption. If you do, you could add https://mods.factorio.com/mod/Electric_Transformators (or switch to Fluidic Power mod, which is closer to this in design philosophy). Also, if you have fixed transformers (or 'directional fuses', which are essentially the same thing, except they'd explode rather than limit when the reach their maximum power consumption), then you'd never get normal poles exploding, which is the whole point of the mod :)
You can see more discussion about fuses (before they were added) here: https://mods.factorio.com/mod/PowerOverload/discussion/601c29609250294d7c9b3600
Have you considered to disable all that buffering due to efficiency when it is 100% for example?
I hadn't considered that, but it wouldn't save much performance. The expensive parts are API calls, but the only things I'd be able to skip when efficiency is 100% is the two lines calculating actual_input_used
and actual_output_gained
, which are both simple maths calculations with no API calls.
Another idea is to have fixed capacity transformers (akin to the idea about in/out fuses).
Indeed it would help UPS not having to constantly increase and decrease the electric_buffer_size
of each transformer. But for gameplay reasons explained above, this won't be changing. Though any changes made to decrease spin up/down time would decrease the number of buffer size changes, which would help UPS. Interestingly, Electric Transformators works without any on_tick scripting, instead using the input electricity to generate an internal fluid, which is consumed by the output, creating electricity there. This method is made possible by having fixed transformer transfer rates (which I don't want).