An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.
Large total conversion mods.
Changes to power production and distribution.
Hello! Some suggestion/comments after using this for a while, maybe it helps, maybe it doesn't, they are purely my personal observations and you can safely ignore them:
Keeping the transformators outside the Aoe of power generating poles is very, very tricky, and if I understand what happens correctly, if you do miss an overlap somewhere it creates a positive feedback loop, where the tranformers feed their own buffer. Not only it seems to create free energy, with the Overload mod the energy doubles, causing the poles to explode. I beleive this is the most "problematic" issue right now.
Again if you use this in conjunction with the Overload mod, due to you suppressing the extra items like fuses that mod provides, but Overload also suppressing the Vanilla power switches, means there are zero power switches. Yes you can turn off the tranformators with signals, but their buffer means they keep running for a while. Please bring the vanilla power switch back if Overload is loaded!
Substations are very OP in providing AoE for power, making the small poles obsolete for 95% of the time after getting access to them. Which is better than the 100% of Vanilla, but it still kinda goes against what I feel is the spirit of the mod.
Substations in real life are actually what your transformators actually do. So an idea I had was to ..basically remove vanilla substations from the game entirely, and make the small poles aoe slightly larger to compensate for the substation large aoe loss. Maybe make their aoe equivelent to vanilla medium poles?
This way users will be forced to go Large->Medium-> Small at all times.
2) nerf/equalise the Floating Poles with the Huge ones by forcing them to connect only with other Floating Poles, Tranformators and Huge Poles.
Ignore your comments? Holy cow no, these are very valuable to me, thank you!
You bring up issues I would like to ask more about, if you don't mind.
Keeping the transformators outside the Aoe of power generating poles is very, very tricky...
Yes, doing so breaks the transformator, exactly as you described. This is why the transformator does not connect to poles that do power supply areas. Everyone builds in a unique style, knowing what causes issues for users is very useful feedback. I just keep them near the huge poles in between rails, so I just do not run into the issue. If you are willing to supply screenshots or describe where and how to connected a transformator?
Again if you use this in conjunction with the Overload mod,...
I assumed players would modify the PO poles to match their transformator configurations. I look into the coding changes to make the PO fuses available and add rules to permit them to connect. The fuses will require adding quite a few wiring rules.
Yes you can turn off the tranformators with signals, but their buffer means they keep running for a while.
This should not occur, there is a bug somewhere and if you can give me more details, it would be appreciated. Power should turn off in about 1 second. This should be true if disabled via a circuit network or manually by setting the fluid to disabled.
Substations are very OP in providing AoE for power,
Unfortunately true, and quality only makes it worse. It is an interesting idea to remove the substation, I will think about this, maybe make it an option.
Finally I think you should merge the Huge Electric poles functions
The huge pole wire reach is configurable in the the startup settings, with a maximum wire length of 50. I will think more about how it connects. I originally set it to connect to only the huge poles. I wonder if maybe the floating pole should not connect to any land poles, only the transformator and oil rig poles?
Version 1.15.8 has been uploaded, adding support for the Power Overload fuses.
Happy to hear, I just don't want to become overbearing because you do care!
If you are willing to supply screenshots or describe where and how to connected a transformator?
I added the mod in an existing save, so the base setup was not create from scratch to accommodate the new power pole logic. So this issue might have been more prominent to my case.
But I feel it is still very easy to happen for the consequences (particularly with PO mod, which ends up exploding everything if you miss that the new pole you just placed overlays slightly over an existing transformer). It has made me very hesitant to use them, either because of danger of exploding or even by getting "free" energy. I am not well versed on how the code works to know if it the transformers can completely ignore aoes, but maybe a detection system and a warning? Not sure mysefl what the best solution will be.
if you can give me more details, it would be appreciated.
This is the setup:
https://i.imgur.com/XOBMLxw.jpeg
Since I don't have any power switches anymore (and I still don't after the recent update that added the fuses I think) I used a combination of serial and parallel connections. the Trans at the top has a huge voltage allowance , since it works only as a replacement for a power switch, and the other three bellow actually split the current to three to reach the max the PO poles allow. If I manually set up the top to "off"using the special fluid it takes a while for the power from the one below to shutdown .
PS: This is a heavily modded save. I didnt have the time to test the issue in a clean one.
The huge pole wire reach is configurable in the the startup settings,.
OOpes sorry I missed that.I wonder if maybe the floating pole should not connect to any land poles, only the transformator and oil rig poles?
Yep sounds good, or maybe the Huge poles as well since they feel like they are at teh same caliber, only one is land while the other water based. But Your suggestion sounds good too!
Thank you for reading my wall of text!
Unfortunately, I am not aware of a way to insulate the Transformator from electric poles. The transmission only poles help the situation, but if you are trying to retro-fit an existing base with the Overhaul, that will take some doing.
I recreated your setup below, I added the combinator to test that too, and it works as expected. By flipping the combinator's signal on/off, the power stops in about 1 second. If I manually disable each of the three, the power stops as expected. I am not sure how another mod could mess this up, but anything is possible. :(
Thank you for taking time to test! The only thing I see differently between our setups is that I manually choose the "signal" by choosing it directly in the transformer slot.
Unfortunate for the transformers, I do wonder if you could set up a detector system? like PO does that detects a "short circuit" and gives a warning notification.
Oh and another small suggestion, do you thing it would be possible to name the transformers at some point?
Of course it detects short/cross circuits. Place a pole and connect it to both sides of the transformator. A yellow warning will pop up. :)
Naming them, hmm, maybe. A great new idea, I will look into to it.
When you ask about the naming of a transformator. Do you have a specific use for the name? Are you asking so the name shows in map view? Or maybe there is some logical grouping you have in mind?
The only thing I see differently between our setups is that I manually choose the "signal" by choosing it directly in the transformer slot.
I fear you have some mod loaded that is not allowing Electric Grid to function properly.
Could you post the mod list? Or even better, posting a copy of your save to download. If that is something you would be comfortable with.
I would very much like to discover more about this particular issue, it seems to be silently breaking Electric Grid.
I would be stupid not to give the save game when you are willing to troubleshoot my modded mess! I havent used Filebin before but it seems safe:
https://filebin.net/4z9105h833pm2cva
As for the naming, personally I will mostly use it to find which trans is inside an aoe, since they appear on the electricity usage panel. But I can definitely think other cases as well, even for QoL reason of organizing your systems without using say, another item to ID like the circuit screens I use now.
Below is a link to your save, version 2:
https://drive.google.com/file/d/1XYUAZVsbQ2dlrL3l-OHVwWDdOZoZ6HeJ/view?usp=sharing
I entered cheat mode, made a transformator, constant combinator, and a couple of big poles.
It works as expected, either by manually disabling or via the circuit condition.
I then created a short circuit and the alert is active.
Thank you for the troubleshooting! So weird, maybe I misunderstood something with the operation!
If you mess around with save2, with a working example to tinker with, I am sure you get the hang of it.
If you have more questions, do not hesitate to ask.
Will do, and waiting to see what you will do next with the mod <3!