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A compromise for 1 could be a built in battery for the power plants that can store at least the total output of the power plants max fuel. It burns the full fuel to fill the internal battery, then when the battery gets low a work order is created to add more fuel.
Or some type of system tha can be researched and built to automate turning on and off power plants based on the total remaining capacity of batteries that players have built on that grid (ie, total battery charge under 10%, supply fuel to powerplants until the batteries are at 90%). This requires adding things like sensors and various IF/OR/etc switches so players could set up automation. Could be used for other stuff as well like conserving power by turning on/off defenses and shields when meteors or enemies are detected.
See no issue with 2. Your home computer wont run slower if it can't get enough power due to overloading an outlet. It just wont run at all. For research, instead of only power and time perhaps it could also require materials used to construct stuff it unlocks? The computer is experimenting with those materials to design the thing that gets unlocked until it succeeds and the research is unlocked after x time.
I don't really like the idea of a "built-in battery", but you would be incentivized to build actual standalone batteries to absorb the excess power.
As a compromise I could also make a controllable power output for nuclear reactors, so you would be able to reduce the output manually to conserve energy.
Is the loss of the smart features a technical issue or a design choice?
An upgrade chip is another option. No smart system by default, you have to research smart systems, buy/build the upgrade module, and apply it to the power plant so it wont run continuously.
This could possibly be extended to manufacturing buildings as well. They produce forever until givin a smart system upgrade that lets you use the current inventory limit settings.
I'm only in the early planning / experiment phase right now. Removing the "smart" production would simplify the simulation a whole lot from technical perspective, "produce and forget" has much less logic involved than what I currently have, which is "produce, then try to run all consumption, then try to unproduce back if production exceeds consumption, but also unproduce in certain order, so the reactors with lower production priority will get back their energy first". The simpler the logic, the easier it is to implement and optimize, the less bugs it will have, etc.
But I do get the point of extra micromanagement, that's why I brought this up for discussion. And so far it seems I'll have to somehow keep the smart production (which isn't impossible, just will make it a bit harder for me).
What zytukin proposed is baed on Minecraft where you can build smart switches & logic using various simple devices.
#2 (research requires the full energy requirement) would be an interesting change for the short term until research is changed.
at worst case you can put it in beta testing (or Gamma testing?) for a while, see how people react to it or how the meta-game evolves.
I wonder if the reverse is easier: a building go around "asking" if an electrical generator have enough energy to borrow from. Then simulation is needed only if something changes (like in power generation or when adding a consumer/producer/electrical line etc)
1. Get rid of matter reactors entirely, buff the solar generation and later, when you have access to nuclear power, make OP RTGs (Radioisotope thermoelectric generator) or even go fusion reactor which could also be full on/off but you would need to harvest fuel from a star (maybe even research heat shield to be able to withstand the temperatures of star proximity). The fusion reactors would need to have massive internal buffers for fuel
2. How about reversing the whole power needs for research? You would need to have the power required in your battery buffers when you initiate the research, it will research it instantly but after that it will go in a cooldown phase (a lot of balancing required for this one).
Some new types of reactor choices would be good such as the aforementioned fusion reactors which could be fuelled by the particle collectors.
As for #2, I'd have to wait and see what effect that may have. Maybe research stations could have more use with upgrades available to produce higher levels of research? It would also give the humans something to do other than going crazy and destroying things or starting a mutiny.
2- we had it in the past, and was troublesome, we can manage it more easily now, so taking this step back would require some changes, first is removing the power from the grind, making specific batteries for research and only research, since most of it is done by ship computers and research station, they would need to have an internal battery that need to be filled, having access to upgrades to increase said storage, and when the amount is reach, it starts to run, but this will make parallel research more difficult or even impossible. In this case i would like to choose between modes, a normal one using default, overclocked double power need but half time, underclocked half power required but double time.
I do want to say that its not important for the simulation to be perfectly smart though - I just want to minimize power wastage, not completely zero it out, without micro. If I have a bank of 20 gens, and need 10.5 gens of power, I don't mind if 11 run full rip. I just don't want to see all 20 running because I didn't micro, and I don't see why I'd want all 20 running at just over 50% yield - I'd save a few bits of matter, but not enough to be of consequence, and it sounds like the compute of that is not at all worth it.