|Created:||3 years ago|
|Latest Version:||0.0.2 (3 years ago)|
Electric poles now have a throughput. You have to plan your electric network carefully, otherwise your laser turrets will not get enough energy.
Each pole can only transport a fixed amount of energy:
Small electric pole: 3MW
Medium electric pole: 6MW
Large electric pole: 24MW
Additionally each pole gets a small accumulator now. If this accumulator is charged the pole has a high voltage, otherwise it has a low voltage. Energy will always flow between pole with a high voltage and a low voltage.
If you click on a pole you see three values: Power , voltage and voltage drop.
Power shows the energy that flows throw the pole. A high power is not always a problem. An unused route for the electricity could be nearby or the electricity flows in a circle (This will only happen if you produce enough energy so that every pole has a big voltage. A bit of energy flowing in the wrong direction won't matter than).
Voltage shows the charge level of the pole. If it is below 50%, you might have an energy problem.
The voltage drop shows the biggest voltage difference between the pole and it's neighbours. A big voltage drop indicates that the pole is overloaded.
Poles are connected with red cables, you can remove and add new cables.
Accumulators have to be connected to a pole with a red cable, otherwise they will not charge.
All poles are now more expensive and need capacitors, but their supply area and wire distance got increased.
Using an existing save:
The electric network will upgrade if you plop a pole next to it. If the performance. I don't know if this is a good idea (see performance)
Each pole has it's own small electric network. Additionally there is a lot of Lua code that, although optimized, takes as much time to compute as the small electric networks. So with over 10000 wire connections the game might slow down.
- A fast accumulator with capacitors
- Bigger power lines
- Shows maximum power of pole
- Added support for Big Wooden Poles (24MW)
- Destroying an accumulator won't crash the game
- Changed efficiency modules:
Efficiency 1: -30% Pollution
Efficiency 2: -40% Pollution, -20% Energy
Efficiency 3: -80% Pollution, -40% Energy
- Buffed accumulator capacity to 10MJ