Aven Colony

Aven Colony

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Tragic Sep 11, 2017 @ 10:28am
[Attention Devs] - Batteries Adjacency - BUG?
Batteries add +2 to energy accumulators, like a windmill or a solar panel for example. I can not see this working in the solar panel information panel.. if they are next to a battery or not they still have the same "output". Even just doing the math without tooltips it seams to not do anything.. I am not sure they are working at all and this is a bug?

Is there a way to see what objects are getting the +2?

Also, in the wiki it says "adjoining" buildings get the +2... dose that only mean orthogonal buildings.. or dose it also include diagonal buildings. As the "status window on buildings shows no increased power I can not work it out.

Example: Orthogonal Adjacency Power Farm.
{LINK REMOVED}

Example: Diagonal Adjacency Power Farm.
{LINK REMOVED}
Last edited by Tragic; Sep 11, 2017 @ 10:28am
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Showing 1-9 of 9 comments
Paraleo Sep 11, 2017 @ 10:41am 
Thanks for that, but so you know I didnt wanna have two topics on the same stuff, that is why I didn't reposted it. And if you use the word bug this should go in the problems folder.
Last edited by Paraleo; Sep 11, 2017 @ 10:42am
Tragic Sep 11, 2017 @ 11:30am 
it needs more attention, as the info buried in some random thread wouldn't be seen.

What is a "problems folder" ?
Paraleo Sep 11, 2017 @ 12:05pm 
Originally posted by Tragic:
it needs more attention, as the info buried in some random thread wouldn't be seen.

What is a "problems folder" ?

the report a problem subforum
PT  [developer] Sep 11, 2017 @ 3:27pm 
Heya Tragic -- Energy Batteries no longer give +2 power generation to adjacent structures; that was a feature we'd experimented with in beta.

Where are you seeing that it added the +2 power? I don't see anything in the game itself that references that any more ....
Tragic Sep 11, 2017 @ 5:09pm 
ahh.... it dosn't mention it in game at all, this was the confusion.. as it dose say it on the "official wiki"

https://avencolony.gamepedia.com/Energy_battery

Thanks for the reply!...

Sort of disapointed to be honest! I kinda liked the idea of the small boost to solar and wind power farms... also organicaly encouraged players to put more batteries down which helps in late game for boosts and as solar farms often need to argment with battery power in winter.
Last edited by Tragic; Sep 11, 2017 @ 5:11pm
Seraphin Sep 12, 2017 @ 7:41am 
@Paul T
Now that this question has been answered, would you mind another question regarding batteries?

What about removing the auto disabling of the battery usage policy after a power shortcut like wintertime.
I think it's really anoying without benefit for the gameplay to be forced to re-enable this policy every winter again and again, instead of activating it once and being able to drain power out of a battery whenever it's needed (like winter) and restoring energy whenever there's a surplus (like summer).
Last edited by Seraphin; Sep 12, 2017 @ 7:42am
neutrino Sep 12, 2017 @ 6:07pm 
Honestly, I don't see the point of the policy at all.

Under what circumstance would one want shut down production rather than switch over to batteries in a pinch? And if there is one, certainly it's the exception and not the rule, and thus the policy's logic should be inverted accordingly, i.e., make it a policy NOT to tap in to battery reserves.
PT  [developer] Sep 13, 2017 @ 8:57am 
Originally posted by Seraphin:
@Paul T
Now that this question has been answered, would you mind another question regarding batteries?

What about removing the auto disabling of the battery usage policy after a power shortcut like wintertime.
I think it's really anoying without benefit for the gameplay to be forced to re-enable this policy every winter again and again, instead of activating it once and being able to drain power out of a battery whenever it's needed (like winter) and restoring energy whenever there's a surplus (like summer).

Batteries are intended to be a buffer for your power. They're intended to be a separate pool from your main power supply and demand, and having you deliberately turn on Battery Mode is there to make sure you know when your power supply and demand are out of balance.

Currently, this mode switches off when it's no longer needed for a certain amount of time. This usually ends up being in the spring when your Solar Panels restore balance to the power grid.

This has defnitely been suggested before, but having the Energy Batteries stay on would mean their purpose would change -- you'd no longer have them as a "buffer" to help you deal with power supply and demand problems.

Imagine you're an extremely forgetful person who often forgets to gas up his car, and you keep a spare 5-gallon gas canister in your trunk in case your car runs out of gas.

Changing Battery Mode to never shut off on its own would just like taping the spare gas canister to your car as an extension of its gas tank. You'd no longer have to go through the drill of your car running out of gas or almost getting out of gas, then getting the canister out of your trunk so that you then have a few extra gallons to get you to a refilling station and remind you to gas up. And that would mitigate its utility.

We do want to look at improvements to Energy Batteries and Battery Mode in the long run, but I feel that having Battery Mode always stay on would mitigate its utility.
Last edited by PT; Sep 13, 2017 @ 9:10am
neutrino Sep 13, 2017 @ 9:52am 
Seems the flaw in that whole line of reasoning is that we, the game/city-mayor-manager, know we have a energy supply problem from the power meter in the UI. Being forgetful doesn't apply, not to mention the pop-up event that occurs telling us we have run out of power. Having to manually do the mouse-click dance to explicitly and temporarily switch over to batteries is just a small annoyance, not a public service. Well, speaking for myself anyway.

And since this is my second post on the subject, understand that I am not claiming this is a game breaker or anything. Using the current venacular that's all the rage these days in the industry, it's just a Quality of Life (QoL) thing. :steamhappy:
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Date Posted: Sep 11, 2017 @ 10:28am
Posts: 9