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Power distro board - many in 1 out
I've been wanting this option because it'd allow me to run a single cable to power everything but also multiply the amount of power going into my batteries to charge a large bank faster.

So if i run 10 sockets to 1 power distro i can output a much better voltage
first stage one's would allow 5 in 1 out, 2nd stage one's would be 15 in 1 out, this way we could literally power the entire base off a single cluster in the mid or such then output with power strips to diff areas after the fact or just run a single line runner around with backup pathways in case of destruction even tho running over roof would stop most of that.

Also please keep it so monsters don't attack power cables / junctions.
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Monokuma 1 jun, 2024 @ 17:36 
I believe that a single outlet will power everything connected to it at the same consistent rate, so functionally this suggestion is covered in that regard. I am however keen on the idea of increasing that rate with the suggestion you provided, as the current largest battery size does not fully charge over the course of a day.
MechWarden 1 jun, 2024 @ 17:46 
I could have sworn that 3rd tier of battery did charge all the way. It would take most of the day, but not all day, if I'm doing my math right.

Though, I could believe map loading and unloading is screwing it up. It is entirely possible to wait out the night at your base, that battery is drained, and you leave soon after, only to come back to the darn thing not being charged when you return in the evening.

That's not to say that I'm not disappointed in its charge time either. That and the extra storage they provide, for the cost, was a bit lack luster.
Monokuma 1 jun, 2024 @ 17:52 
Ursprungligen skrivet av MechWarden:
Though, I could believe map loading and unloading is screwing it up. It is entirely possible to wait out the night at your base, that battery is drained, and you leave soon after, only to come back to the darn thing not being charged when you return in the evening.
It very much could be that, yeah. I've noticed some weird desyncing issues in multiplayer with power outlets in general, actually. When I was on someone else's save, we had a power reroute from the cafeteria vents to the main area so that we could put a power outlet on the wall next to the elevator. However, for me, that entire reroute was considered unpowered as the vent section wasn't... I dunno, loaded in? Rendered?. The host had power working just fine, but anything that wasn't hooked up to a battery simply wasn't registering as powered on my client, despite working fine on the host's.
MechWarden 1 jun, 2024 @ 18:06 
I suspected something like that could be happening. It never got so bad that it prevented stuff from lasting the night, but there were times that made me wonder why my batteries were still charging. And this is from a solo player

So, some quick math that could help you debug things.

Batteries have 'charge units' (no idea what it is officially called), but it takes 5 seconds to charge, and 5 seconds per device to discharge.

A (Small)Makeshift Battery has a capacity of 50 units, and so takes 250 seconds to charge (or 4 mins 10 sec).

Now you just scale that up for the other batteries (which is 100 and 200 respectfully).

For the largest battery, that's 1,000 seconds (16 mins, 40 secs)

Default daytime lasts 30 mins.

So in theory, even the largest battery should be charged.
In the demo I broke out a stop watch and did some SCIENCE and long story short I eventually reported it as a guide. (still need to finish it, but the basics are there)
https://steamcommunity.com/sharedfiles/filedetails/?id=3255972657
Senast Àndrad av MechWarden; 1 jun, 2024 @ 18:07
you'll notice the charge / discharge rate seems to be noted on the batteries themselves with the yellow / blue, the yellow is the rate of discharge, the blue is charge amount so really you could overload a battery as a single device too much that the charge can't keep up, this seems to only be for batteries tho, i don't know if you can overload a single power point itself with 100 items but yes when you put 4-5 batteries down chain from a single one it'll seemingly overwork it so it can never charge? not too sure tho, we also do need other ways to power them, like using the power bricks like batteries and instead just adding the higher versions of those as disposables or even recharge units to take with us.

i remember a game i used to play that used eletro jellyfish things to power my base and i know many of the enemies have power bursts which should be useful to power a base in like a glass containment jar i could get from the labs somewhere?
The two indicators on the battery are how much it is charging (yellow) and how many devices are down stream to it (blue). That's it.

(at the time of writing) All the batteries charge at a set rate, one unit for every 5 seconds in real life.

The power/battery system in-game is really simple. There is no battery science, there is no amperage limits, it is just a check between if there is power, and if something needs power from a battery.

A connected device is always assumed to use power, be it an always on heater, an idle stove top, or full battery that isn't plugged into anything else. And the power is always assumed to be the same. A work light on the Crafting Bench uses the same power as a power hungry space heater.

I have one Small (Makeshift) battery with 10 devices (3 stove tops, oven, and fridge, with a battery for each). It charges just fine when the facility power is back on.
Vuur 3 jun, 2024 @ 10:57 
This is why I'd like day/night switches or even timer plugs so that we can disable things we don't use at night and enable things that we do automatically. This way, we can minimize the amount of energy wastage
Senast Àndrad av Vuur; 3 jun, 2024 @ 10:57
Coda 3 jun, 2024 @ 19:10 
Ursprungligen skrivet av TheLastSeeker:
I've been wanting this option because it'd allow me to run a single cable to power everything but also multiply the amount of power going into my batteries to charge a large bank faster.

So if i run 10 sockets to 1 power distro i can output a much better voltage
first stage one's would allow 5 in 1 out, 2nd stage one's would be 15 in 1 out, this way we could literally power the entire base off a single cluster in the mid or such then output with power strips to diff areas after the fact or just run a single line runner around with backup pathways in case of destruction even tho running over roof would stop most of that.

Also please keep it so monsters don't attack power cables / junctions.

I don't know how the 'multiplication' effect would jive with the way power currently works in game, but a distribution board would definitely be useful in allowing multiple power sources to be used (such as the pest wheel).

Currently you can either use mains power or the wheels, and have to manually swap over the connections (and you can only have one wheel per circuit, which barely powers anything).
Senast Àndrad av Coda; 3 jun, 2024 @ 19:10
Monokuma 3 jun, 2024 @ 19:12 
Ursprungligen skrivet av Coda:
I don't know how the 'multiplication' effect would jive with the way power currently works in game, but a distribution board would definitely be useful in allowing multiple power sources to be used (such as the pest wheel).

Currently you can either use mains power or the wheels, and have to manually swap over the connections (and you can only have one wheel per circuit, which barely powers anything).
I hadn't thought about the pest wheel and the potential for alternate power sources down the line of development, this is actually a really good point and use-case for this suggestion.
Delkron 3 jun, 2024 @ 20:16 
I've actually thought of this, not going to lie. This could easily function for an emergency Pest Wheel backup generator for when Batteries run out at night, and even keep said batteries charged when night falls
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Datum skrivet: 1 jun, 2024 @ 17:29
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