Realistic Power

by Kenira

Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with Clockwork for longer (4h - 24h) day / night cycles.

Content
3 months ago
0.14 - 2.0
1.05K
Power

b Migration error

This mod threw an error upon loading my save game, saying that the migration failed in "migrations\RealisticPower_1.1.2.lua". It didn't throw this error with a fresh game, only when loading my existing save. (It is a fresh 2.0 Space Age save.)

I changed the contents of RealisticPower_1.1.2.lua to what was in RealisticPower_0.0.8.lua and it seems to have worked perfectly. My save loaded fine, and the new accumulators are present, researched, and working just like they did back in my 0.18 save. (Except that the global power cut in half seems to be gone.)

As Clockwork and DayNightExtender have not been updated, I am currently using DayPhaseAdjuster and so far it seems to be working great. I'll let you know if I have any problems with it, or hopefully I will come back and report even if I don't.

P.S.: Can you reduce the power consumption of lamps? I can't even light my solar fields when basic lamps cost five thousand watts! I have it temporarily fixed with a mod called Teach for Lamp which I am lucky exists. I set the lamps to 500w. That should be enough even for an old-style incandescent lamp, but if anyone wanted to argue that the power costs of the rest of the factory are much more akin to "real scale factory" rather than the tiny in-game machines, then I would counter with the extreme efficiency of cheap LED lighting. A 500w LED lamp can power a floodlight.

3 months ago

Can you provide a savegame where the migration error occurs?

And any feedback relating to dayphaseadjuster would be appreciated.

3 months ago
(updated 3 months ago)

https://www.dropbox.com/scl/fi/4l0lu0k25dhu6rctgxpux/The-Great-Arch-in-the-Sky.zip?rlkey=dpc4mxa1ihhphwurkfoc9hmpx&st=2rm9eivc&dl=0
There's a lot of mods on it but the game should have an option to install and set all of them at the click of a button. This is immediately before I added Realistic Power, so just add that mod and it should call the error on savegame load attempt.

I am using DayPhaseAdjuster and Love Lamp, and they are both working perfectly! DayPhaseAdjuster lets you set the exact number of ticks for dawn/day/dusk/night on all five planets, and by default it only changes the night length to the same as the day length for each. It doesn't seem to have support for the popular modded planets (yet). Love Lamp is primarily a "yet another darker nights mod" which aims to discourage all solutions other than using lamps (main reason I had to reduce lamp power cost). The high-cap accumulator capacity does not change with respect to day/night length (dunno if it should or not), but I just leave it on the default 5000s? and it's fine even though my Nauvis nights are only 10x vanilla day length. Other planets have different amounts anyway.

I am actually planning to bump lamps up to 1kw now, in part because of how perfect it will make my radar setups. I place 1 radar (300kw) with 6 high-cap accumulators (300kw), 56 solar panels (604.8kw), and five lamps. But I'm really just comparing lamp costs with other low-cost things such as inserters and I really think 5kw was too high all along but 1kw makes so much sense.

3 months ago

Thanks for the report and the save file, the migration error should be fixed now.

The capacity of both the high capacity and high power accumulator should scale with day length, however after taking a look at DayPhaseAdjustor it's not possible to do this automatically with DayPhaseAdjustor because the settings are map settings, so Realistic Power cannot read the values on game boot because the settings don't exist at that time yet. So you will always have to manually set the multiplier when using DayPhaseAdjustor.

Not sure what you mean by "5000s"? Either way, Realistic Power overall nerfs the capacity while then also applying a multiplier. Basically, the capacity gets halfed and then multiplier by the day multiplier. So with a 5MJ base capacity and 10x vanilla day lengths (and setting the "Day length multiplier" setting accordingly to 10), the high capacity accumulators should have a capacity of roughly 25MJ (slightly less in version 2.0.0, but gonna make it so it'll be an even 25MJ going forward).

Also, thanks for pointing out the power halving was gone, that seems to have been an issue of "worked on the mod, then released new version unfinished" some time ago. There is now a mod setting (default disabled) for halving the power consumption to compensate for the increased difficulty of producing power somewhat, at the risk of some jank especially with mods.

And finally, lamps also get their consumption reduced by another factor of 2 because 5kW (or 2.5kW with the general halving) of power would for sure be a ridiculous amount of light, and concur that it's reasonable to assume LEDs. So with the setting to halve consumptions in general, it'll go down from 5kW to 1.25kW, and otherwise to 2.5kW

Let us know if you run into any other issues, or notice something off.

3 months ago
(updated 3 months ago)

I have Nauvis cycle set to 336/2100/336/2100 seconds. That is 4x/10x/4x/50x the default vanilla setting. But at this length of time, a high cap accumulator would need (336+2100) seconds at 50kw which is 121.8 MJ. I think I'll set it to 25x instead of 10x. Also at the 10x setting, the high power accumulator will fill and drain in about 1 second. I feel like it should vary less if at all by cycle.

Also, when you cut power costs in half, doesn't that also cut power gains in half? I thought it was just for flavor, because the specific numbers are a bit overtuned in vanilla. Without power cut in half, my solar panels generate 10.8kW. If I chose the cut in half option, they would just go down to 5.4kW like in the mod screenshot.

3 months ago

Ah so you don't just have a 10x as long day cycle, you modified the cycle. The mod does calculate the power input/output requirements based on the multiplier, however that is for vanilla day cycles.

You're right, that's messed up. It's been so long that it's difficult to remember what past you remembered when making that changes, but the solar panel output for example should also be lower with that option. Gonna maybe have some time this evening to take another look at fixing that, and thanks for bringing it up.

I found that at 25x my accumulators were still running out at night. I set it to 50x and now they last the night. I didn't get a super good empirical measurement but it looked like the exact value was about 40x. That seems to disagree with my math but maybe I did the math wrong.

3 months ago

Okay so, after taking another look at the power issue - the original idea was to have solar panels go down to 5.4kW because that at least vaguely makes sense if you interpret one tile as roughly 1m². It's still a lot of power, but with high efficiency multi-junction solar cells plus some wiggle room for being a different planet and all you can conceive that working out without needing a sun that just cooks everything. But doing that means nerfing solar by a factor of more than 10 (5.4kW down from 60kW) so to compensate, cutting the power consumption of everything in half was originally introduced.

At some point decided that it was too messy doing that though, halving everything, and just multiplier solar by 2 to have the same balancing as with the realism option but with less jank. However, it does compromise on the basic premise of realism doing that.

To that end, and with reducing the consumption now being an option, in the new version solar panels now always just produce 5.4kW to be in line with the basic realism premise, and the player can then decide to reduce the power consumption of entities to make it less difficult. To allow for even finer tuning, instead of being a hardcoded halving you can set the factor freely now as a float so you could even keep vanilla balancing if you wish. Recommended for an easier game are values of 0.5 or 0.25, but default is 1 so basically hard nerfed power (primarily solar) production and much higher difficulty. But the player is free to basically do whatever they want to adjust the difficulty.

Hopefully this also aligns with what you were expecting, but even if not you should be able to make various adjustements yourself now between the solar multiplier and power consumption multiplier.

And if you encounter any issues like entities not getting their power change, please do let us know. Haven't tested Realistic Power with Space Age in particular, so there may be some bugs, but will try to fix things.

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