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It's not BAD.
I'm pretty sure I've seen or experienced better.
I wish I could power something from two different sources and/or switch something on/off/open/closed from more than one switch.
If all other things are equal, I'll choose complex/realistic over simplistic/limited.
The current system (pun not intended) is just a placeholder.
That said, I agree that wiring should not have a polarity, and I also think it should be possible to wire battery banks up in series, or even parallel, so that multiple banks can provide battery backup. Failing that, maybe bigger battery banks?
You have to run around trying to maintain a large network of batteries versus smaller solar/battery powered circuits that require zero maintenance. Or just use generators that only need to be refueled.
And technically you can power items with multiple switches. Just gotta play around your options. Electricity isn't perfect in 7D2D, but works for what I need it to do.
Money where your mouth is time. Powered 3x2 door. Want to have a switch inside and a switch outside. Want both switches to have the power to open/close the door on their own. How do you do it? The game only allows one wire to be connected to the door. Actually, as far as I know, the game only allows one wire to be going TO an object regardless of what it is.
The only way I've found to be able to open our gate from either side is to put a hole in the wall next to it where a single switch is mounted that can be reached from either side of the wall. I read that the game passes signals from switches through other switches if wired in series, but that is exactly NOT what happened. When I wired two switches in series, both would have to be on for the doors to open. If either one was off, the door remained closed.
I wire up battery banks in series all the time, (solar panel -> battery bank -> battery bank -> relay). When the sun comes out, the solar is humming batteries charge, everything runs normally. When the sun goes down, life goes on under battery power. I always over-engineer my power grid, so I never really deplete the last battery bank in line. I'm assuming that if it ever died, the next bank upstream would start draining, but now I'm wondering if they would actually work as intended! heh.
I would agree, though, that the electrical setup needs a little finesse - some thoughts I've had over the years:
1) Allow multiple inputs to a grid (solars, generators, etc.)
Could be done with "aggregator" relay to combine power sources.
2) Allow generator to be timed - set "activate" and "deactivate" time of day
Intent is solar during day, at sundown generator kicks on, off at sunrise, no batteries needed
3) New basic relays with logic, 2 varieties: AND, OR
AND - pull power through if all inputs are active
OR - pull power through from any input active (could be aggregator from #1 above)
The first time i did it wrong too when I connected the output of a camera to a relay and then to a another camera and then to a door. It didn't worked. But it worked without the relay. That was annoying because I didn't wanted the line directly connected.
Solution: replace the relay with a 1x1 trigger plate (or more of them if the line should go around some corners) which will never trigger but leads the right signal through it.
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I can say from experience that they do not. Ended up forgetting to refill my generator in a game and the first Battery Bank in the line depleted and then the whole network shut down, leaving two other banks with fully charged batteries sitting there doing nothing.
For example if you add multiple inputs then you can have short circuits. I bet that makes electricity system way more complex/work so it got cut
The oven and coffee pot are totally possible though.
Easily made tho, any stack would have a value of a decay rate, such as, loses 1 "freshness" every X seconds, anything that goes into a stack, of lets say raw meat, with the lowest "freshness" changes the stack with the most freshness to the least, as if contaminated. To prevent players from "removing" stacks just before harvesting more (exploitingly avoiding fresh meat going into old stacks), every time it leaves from 1 inventory to another (or ground) its "freshness" goes down by a lot unless that "stack" is put into an Ice Chest block (built by player) with Snow in it or a Powered Fridge. Snow would get used up for each stack of perishable foods and the decay rate of "X seconds" goes way up as long as perishable-stacks-decay-rate can "remove" a snow from the same inventory (you see where I'm going with that).
That decay rate should take a lot of hours (like 8 or more irl hours without Ice/Fridge) for the meat to be spoiled imo. When you cook it, it's decay rate changes to freshly cooked, etc
The alternate then is to have the mesh network of cables connecting all the devices like you said, with the downside that these things won't know how to set themselves up to make your master home defense system. You would have to manually configure each and every single device to know which devices to work with, in what order to do things, and which ones to ignore. Not only would that be a chore but it would add a lot of unnecessary calculations in the game that gets worse with each device you add to it.
The current tree network of [Power] > [Triggers] > [Devices] solves both issues. I wouldn't expect mesh networks until the game is in the Beta phase, and even then it's a "maybe" at best.
As for the issue of using multiple power supplies on one network, or controlling something with multiple sensors, well that can be solved with logic gates, which may very well come in a future update and I look forward to it as well.