Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can also route power through another route if it's not possible.
That being said, making a mod yourself for that kind of thing should be pretty easy if you follow the tutorials on the wiki on how to make a mod and make one that adds a power pole that's a copy of the wood one with no power coverage (and however long wire reach you want too).
Yeah, I was thinking about that. I've already made one, so it shouldn't be too much trouble. I was just hoping for something already existing :) We'll see. Even a tower with a range of 1 might be too much since that's a 3x3 area. Probably best to find an alternate solution entirely. Thank you for having a look regardless :)
not sure if there's a way to extract just one thing from a modpack along with changing its recipe.
Hmm... Probably way too much work sorting through what's otherwise a very large mod. Might be possible to make a 1x1 power pole with no collision box, though. I'll look into that when I get some time for experimentation. Not a bad idea :)
Also, large power poles only power tiles immediately adjacent to them if that helps.
I have large tiles of Beacons. I don't want to power them when the production buildings they're attached to aren't in use, since that's power wasted (GWs of power, in my case). However, I also want to place radar stations in there sometimes, as that's just where the "perfect" spots happen to be.
I ended up taking a less "clean" approach by simply using more radars and moving them away from the facilities, creating some amount of overlap. Like I said - there were simpler solutions to my issue, albeit not as pretty.
altru i have a pole that has large cover , so u dont need to spam them and able to keep everything nice and clean.
That's OK, don't worry about it :) I basically came to the conclusion that this was the wrong way to go about it anyway. I wouldn't want to waste people's time working on this idea at this point as it wouldn't really be useful, I don't think. Thanks for the offer, though. I was thinking about it the wrong way, and I'm not longer sure I could really use such a pole consistently enough to be worth investing real effort into making it.
im using ppl ideas to improve my skills , even if it silly ideas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2716115951
I mean, if you're looking for ideas then feel free to use my proposal from before :) That is to say, a power pole with a range 1 (so just a single tile) and no collision box so it can be built on top of other buildings to power only those buildings. You'll probably also want to give it a fairly long cable range so that it can be connected to across building arrays.
Right, I'm aware. I'm personally not a fan of these large-area power poles, though. They feel a little cheaty, plus I like having wires across my facilities. The current high-level poles are long enough for my purposes. Plus, if you make the area too large then they end up powering things that I don't want them to power, such as items I want to put on other grids.
There was the Tiny Pole mod that I use. The last released version is for 0.17.
It is fairly easy to fix it so that it works for the latest version.
It has an MIT license so if someone wants to re-release it that shouldn't be an issue.
Another one that is easier to modify is this one and has been updated for version 1.1:
https://mods.factorio.com/mod/iron_small_electric_polelk
In ironsmallelectricpole.lua change:
maximum_wire_distance = 7.5,
supply_area_distance = 2.5,
Still, thank you for the suggestion regardless. I appreciate it.
What mods are you playing with this weirdly specific need?
There's some mods with items meant to only be powered during the day or when there's spare power, and some mods with items that require ENORMOUS amounts of power to produce resources "cheaply" (such as pycoal particle accelerators).
Ther'es some mods that give really inconsistent power generators, alongside production buildings that only operate if there's excess power after all the normal buildings grab their share (meaning you can put important productions that MUST run in normal buildings, such as producing fuel, and less important productions, like making steel, in the fancy ones)
However, they're very much the sort of thing you really should be planning for anyways, with an entire seperate section of the power grid that can be switched off, to where needing a 1x1 range power pole to make it work makes me think this is a failure in planning at multiple levels anyways, leaving me quite confused.
Edit: oh. Radars.
Just...build more power production they're not THAT power hungry?
Edit2: I may have a very warped sense of what's power hungry after all the time I spent playing pyanadon's mods.
That's actually a Vanilla issue. I'm using large squares of Beacons, to make up larger facilities, and sometimes those facilities end up over a radar position. I would normally just replace a single Assembler with a radar. Eventually I had to hook facilities up to power switches so I'm not powering all the Beacons when the thing is idle, but that disables the Radar as well. I was hoping to route separate power for the radar. Eventually, I just used more radars to cover the same area. Not as "pretty" but it works.