One of the first power overhaul mods was probably Flow Network - made in the timeframe of Factorio 0.13. Mods have found beautiful ways around all kinds of obstacles, including these limitations, and have created all kinds of great gameplay mechanics once thought to be unrealistic. Your UPS will TANK once you build more than a few of anything if you used such a mod :PĮven though a mod that simulates realistic electricity won’t ever be nearly as performant as the vanilla Factorio electricity system, it doesn’t mean it’s doomed to be unplayable. not the only thing you’re going to be worrying about dropping. This is why the Factorio developer Rseding91 had the following to say a few years ago after someone asked for a mod to implement voltage drop. This is a big problem, as calculations done by a mod will always be orders of magnitude slower than the game engine doing the same. It also means that the mod has to calculate the power distribution itself, instead of letting the game do that behind the scenes. One possibility is to remove the copper cables from power poles so the game won’t automatically transfer electricity, but removing the visual cable connection makes the power poles look odd. The only real access to the power network is to artificially supply or drain electricity using an Electric Energy Interface (henceforth called EEI), but that doesn’t change how the power is transferred. One of the main problems is that once power poles are connected by copper wire, the game will automatically transfer electricity internally, which cannot be manipulated by mods. Therefore modders have come up with some interesting workarounds. In Factorio, mods can only modify predetermined aspects of the game, and the options available for electricity are very limited. However, recreating more realistic electricity behaviors is (arguably) out of scope for vanilla Factorio and will likely never happen - so it’s up to mods to fill this slightly sadistic niche. Players who want to have to use transformers to avoid some kind of voltage drop over distance. However, there’s always been a few players looking for more of a challenge, wondering if electricity could be made more realistic. This works very well for the goals and constraints of the game and fits most play-styles perfectly. It’s almost like they strung cryogenically cooled super-conductors to cheap wooden poles. Your electrical grid can transmit infinite power over infinite distances indefinitely. Wouldn’t it be cool to have this realistic behaviour of electricity in Factorio? Why is it hard?įirst, in vanilla Factorio, electricity behaves ideally - meaning there is no resistance in the wires. When I suddenly close a tap and I hear the water hammering in the pipes I see an inductor’s voltage spike, which is used for boost converters. When I flush the toilet and it creates a whirlpool, I see an inductor being charged up by a capacitor. Even more interesting is how similar the flow of electricity is to the movement of fluids. The backwards-travelling wave of cars inching forward in traffic is the movement of electrons to my eyes. All of them have their own issues and trade-offs, which is why he then introduces his own take at this age-old problem, with great results! The Fluidic Power Experiment stringweaselĮver since my education in Electronic Engineering, I’ve seen the flow of electricity everywhere I look. Obrigado!įor issue #51 of Alt-F4, long-time contributor and editor extraordinaire stringweasel delights us with a deep dive into the history of mods trying to make Factorio power network management more realistic. Se você quiser ajudar no reparo, por favor entre no servidor do Alt-F4 no Discord para começar. Viewtopic.php?f=6&t=75144 Remove all combinator wires by single clickĪnd the question is then: why would you need to know, how many wires are in a blueprint, since they are free? Logically you need then also to know the number of power cables.Īs said: the only logical solution to the current situation is to make wires and power cables free and as a tool.Infelizmente, este artigo ainda não foi traduzido para o português, então você o está lendo em inglês. I can really not understand, why this is not already done, because there is absolutely no gameplay value in crafting wires. Viewtopic.php?f=6&t=4203 Remove need for crafting (red/green) wires Viewtopic.php?f=6&t=9092 Free cables/wires (Poles contain all) The only right way is to remove the wires as items totally. Deconstruct it: you have suddenly hundreds of wires in your pocket. Why? Let’s place a blueprint: no wires needed. It’s ok here, but other topics can’t be discussed nicely, if there is a mix of suggestions in them.įor the deconstruction of wires: good point. but they belong together- First: please post only one idea per thread. Moving to similar topic, even because it contains other ideas.
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