Satisfactory

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Tadeus Sep 20, 2024 @ 3:15pm
Fuse Blows when connecting Power Storage through Switch
Hi,

My Hypertube Cannon is powered by a Power Storage unit and is separated from the power network by a switch. If I charge the battery briefly, I can turn off the switch and have a few seconds to use the Cannon. The Canon discharges the battery but cannot draw more power from the grid.

However, I have the problem that the main circuit breaker for the entire power network trips when I connect the Cannon to the network through the switch.

The Cannon consists of:
  • 6x Hypertube Entrance (10 MW each)
  • 1x Power Storage (100 MW)

The power network has:
  • Consumption: 1520 MW
  • Max Consumption: 1870 MW
  • Max Production: 2600 MW
  • Capacity: 2600 MW

So currently, I still have 1080 MW of headroom.
But when I connect the 160 MW of the Hypertube Cannon to the network through the switch, the circuit breaker trips.

Can anyone explain this?
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Showing 1-5 of 5 comments
Provalone Sep 20, 2024 @ 7:18pm 
I'm having the same issue.

What is strange is it always happens with some launchers from the same blueprint but not all of them. There doesn't seem to be a pattern....Have you submitted this to the bug reporting website?
Tadeus Sep 21, 2024 @ 12:22am 
Not yet, because I was unsure if this is a bug or just me. Good to know you have the same issue.
Carnal Oct 6, 2024 @ 10:27pm 
I just discovered this issue, and I don't think it's an issue with just the hypertubes. I set up a similar system as OP with 6x hypertubes and 1 battery that I charge briefly then disconnect to run as a standalone system until the battery is drained. When this happens, that power network (just tubes and battery) "blows a fuse" which is technically impossible as there are no power generating machines in that network so there is no fuse to blow or reset. But after this happens, all the machines in that grid (again, the 6x tubes and 1x battery) get locked into a "blown fuse" state where the game won't let them work right until they are connected to a machine that DOES have a fuse that can be reset. So when I connect either the battery or the hypertubes or both (I tried individually, same result) back to the main grid, it transfers that "blown fuse" state to the WHOLE GRID and trips the main fuse everywhere, forcing me to reset the fuse on any nearby power generator. If I connect the units individually back to the grid, they will EACH blow the main fuse so it seems this issue is some per-machine status issue.
A clunky workaround I found is to also connect an empty biomass burner (with no fuel) to the single battery/hypertube setup, so after the battery runs out of juice and dies, there is a physical fuse you can reset on the biomass burner BEFORE flipping the switch to connect the battery to the grid again for the next cannon launch. You have to be able to physically access the biomass burner to flip the switch, so unfortunately you can't hide it away under the floor or whatever, so all of my hypertube cannon setups now have an unsightly biomass burner sitting next to them.
Seems like this is kind of intended behavior for all power-consuming buildings, maybe the devs didn't think people would run battery-only grids as there's no fuse despite having fuse behaviors.
squirt squad Nov 1, 2024 @ 11:33pm 
Originally posted by Carnal:
all the machines in that grid (again, the 6x tubes and 1x battery) get locked into a "blown fuse" state where the game won't let them work right until they are connected to a machine that DOES have a fuse that can be reset.

The problem is that when the battery runs out, it trips the fuse on the hypertube circuit. It does not need to be connected to another circuit and reset. You only have to reset the power poles before you charge the battery again. Kind of annoying but you don't need any additional buildings or anything.
Kage Goomba Nov 2, 2024 @ 5:27am 
Also if you happen to be wearing a hoverpack..... (A goodie but an oldie....)
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Date Posted: Sep 20, 2024 @ 3:15pm
Posts: 5