RimWorld

RimWorld

HappyPurging Jul 24, 2016 @ 11:32pm
My power lines keep randomly exploding...
Why is this?
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Showing 1-15 of 39 comments
Northern_Gryphon Jul 24, 2016 @ 11:49pm 
there is a random event that can cause that when you have power stored in batteries. The explosion is a short circuit and wll also drain your stored energy, leaving you with energy shortages if you are not prepared.
kiro the avenger! Jul 24, 2016 @ 11:54pm 
the only way to prevent this is go to 100% geothermal or wood-burning power supply, so that you dont need batteries
Bobisz Jul 25, 2016 @ 12:18am 
There is a mod that lets you research and build fuses (2 quality tiers). Must have.
Plumpeach Jul 25, 2016 @ 12:26am 
Originally posted by kiro the avenger!:
the only way to prevent this is go to 100% geothermal or wood-burning power supply, so that you dont need batteries


I am assuming he is talking about the power conduits.
kiro the avenger! Jul 25, 2016 @ 12:30am 
Originally posted by MonthOLDpickle:
Originally posted by kiro the avenger!:
the only way to prevent this is go to 100% geothermal or wood-burning power supply, so that you dont need batteries


I am assuming he is talking about the power conduits.
yes but they dont explode if you dont have batteries
HappyPurging Jul 25, 2016 @ 10:15am 
I am referring to the lines you lay to connect all of your power sources. They keep exploding randomly, not the batteries. However, maybe its just a random chance if you have batteries built?

Btw fun fact I discovered with all this, for some reason, my refrigerated areas burn at insanely rapid rates. So I would avoid running your lines through them in the event they do explode.
Team Triss Jul 25, 2016 @ 10:18am 
Originally posted by BCMO buffsboy474:
However, maybe its just a random chance if you have batteries built?
This is correct; if you have batteries connected, there's a chance that your system will short somewhere and all the power stored in your batteries will explode at a random point in your power system.

It usually happens on power conduits because they're the most common part, but I did have a granite battery shed go up once, that wasn't fun.

Honestly, I wish they'd change it. If an electrical component gets damaged, that's one thing, but to have a 100% system just randomly (and it happens fairly frequently, too) short and explode is like rubbing salt in the wound.
RPM103 Jul 25, 2016 @ 10:21am 
Don't forget that Batteries blow up in the rain. I've also had a 15KW short circuit litterally blow up 2 or 3 tiles completely.
muzzy Jul 25, 2016 @ 10:24am 
It looks like the event won't fire unless you have FULL batteries. As long as none of the batteries are full, nothing bad will happen... Which is a little bit silly because it's impossible to keep it stable unless you run out of power at some point. Maybe if there was some way to make automated power switches that turn on some sun lamps to burn extra power whenever the battery charge is too high... :P
Team Triss Jul 25, 2016 @ 10:26am 
Originally posted by muzzy:
It looks like the event won't fire unless you have FULL batteries. As long as none of the batteries are full, nothing bad will happen... Which is a little bit silly because it's impossible to keep it stable unless you run out of power at some point. Maybe if there was some way to make automated power switches that turn on some sun lamps to burn extra power whenever the battery charge is too high... :P
Unless you've verified that in the code, I'm pretty sure I had my batteries short while they were charging and not yet full.

As a result, I've actually given up on batteries and just switched to wood-fired generators.
RPM103 Jul 25, 2016 @ 10:28am 
just always have extra batteries
RPM103 Jul 25, 2016 @ 10:30am 
but the situation compounds. The more charged batteries you have the bigger the connected load and subsequent explosion. I saw a mod that adds 3kw fuses that absorbs 3kw of discharge and then require a component to repair. but an explosion @ 15kw would be 5 components and that's a bit much if you're out of steel on your map.
Honor's Bastion Jul 25, 2016 @ 10:34am 
Originally posted by LoR Team Triss:
Unless you've verified that in the code, I'm pretty sure I had my batteries short while they were charging and not yet full.

As a result, I've actually given up on batteries and just switched to wood-fired generators.

It is full batteries but it doesn't technically need to be all of them to be full, especially if you have multiple battery circuits.

What you can actually do to mitigate the damage or even prevent this from happening is to is to use power switches. Build batteries in blocks, let's say batteries. Don't connect them directly to any power lines but instead use a power switch to connect them. When the batteries are done charging, turn the power switch off and the batteries will keep their charge but be off the main power circuit. You can then trigger then on and off when you need the power.

If a zzzt event triggers, only those batteries connected to the main circuit discharge their power so the damage is lessened. If you have enough power to turn off all power switches, you'll still have batteries in backup for when you need them but since none are connected to the circuit, the event can never trigger
muzzy Jul 25, 2016 @ 10:49am 
Originally posted by LoR Team Triss:
Unless you've verified that in the code, I'm pretty sure I had my batteries short while they were charging and not yet full.

Hmm... from the class IncidentWorker_ShortCircuit

public override bool TryExecute (IncidentParms parms) { List<Building_Battery> source = this.FullBatteries ().ToList<Building_Battery> (); if (source.Count<Building_Battery> () == 0) { return false; }

Oh, I see, FullBatteries() doesn't actually list FULL batteries

private IEnumerable<Building_Battery> FullBatteries () { return from Building_Battery bat in Find.ListerBuildings.AllBuildingsColonistOfDef (ThingDefOf.Battery) where bat.GetComp<CompPowerBattery> ().StoredEnergy > 50f select bat; }

I stand corrected.

To make things worse, that 50f isn't even the percentage stored, it's the stored energy in Wd ... which is max 1000 for the vanilla batteries .... so as long as the charge is over 5%, the event can trigger, quite a bit different from the impression "FullBatteries" gives!
RPM103 Jul 25, 2016 @ 11:02am 
hmm I can't read that code but are you sure that it's not 5% on the lines before the battery bank? as in 105% charge?
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Date Posted: Jul 24, 2016 @ 11:32pm
Posts: 39