Occupy Mars: The Game

Occupy Mars: The Game

Let's discuss how electricity is implemented in the game.
In my opinion, this is an extremely unfortunate solution for the game (I mean all these useless torments with percentages and proportions).
If the Developers had taken a different path and made the efficiency of buildings / machines dependent on the energy received, then yes, the current solution would be just fine.
For example: I distributed 50% (10 kW) instead of 20 kW to the grinder and it grinds 2 times slower, or gave hydroponics only 2/3 of the required power and the plants grow, but more slowly.

But NO, buildings either work only with FULL power supply or do not work if there is a shortage of 0.0001 kW
And vice versa, I can connect a lamp to the transformer that needs only 0.2 kW, but I can set a minimum of 1% which can be equal to both 5 and 10 kW, but the lamp will take ONLY the 0.2 kW it needs

SO WHY THESE TORTURES WITH A CONSTANT SELECTION OF PERCENTAGE ON EACH TRANSFORMER IN THE CIRCUIT???
What say the developers???
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115/18 megjegyzés mutatása
The funny thing is that almost everything in the game is implemented for a completely different approach that I would like.
You (the developers) have already developed the interface and interaction for the panel with automatic devices (fuses)
But now, as I see it, it is almost abandoned (you can only turn the fuse on / off) and you can get it.
But why didn't you do as in life, but come up with some kind of nonsense.
Here is a good game solution: you could make fuses craft / search, and they should differ in power as in life, for example, by 16/25/40 kW, more powerful ones would be much more rare (all by analogy with current printed circuit boards).
found at 16 and 25, put it in the workshop - that's it, here is the current power limit of your workshop. Need more - look for it!
but the tension inside is distributed by itself.

Are you really running to your electrical panel in your office and switching something when one programmer needs more power for his computer, absurd.
No, you just know that the electrical panel will cut down if you connect too many computers or electric kettles, and this directly depends on what kind of machines (fuses) are there.

You even developed separate technologies for remote control of this panel, but that's all, it seems that your thought did not go further.
For the transformer, it was also necessary to install this panel with fuses, each line for its own output, that's all, you already have part of the code and the interface, it's a pity that you didn't implement it.

And for the current solution, add at least the ability to ASSIGN the value to a specific output, so that it does not change with a general increase in the incoming current, PLEASE!
Legutóbb szerkesztette: Alfafiles; 2023. máj. 15., 15:07
Yeah I hate using the transformer to round off power given to something like a well at 5.5kwh. Just let me send 5.0 down that wire.
What I think we need is the ability to turn stuff off, lol. Sandstorm happening? OK, don't need 3d printer, workbench, or the science benches. in fact, let me turn on "emergency" power, and get lights to half off or something.
WildDogsGaming eredeti hozzászólása:
What I think we need is the ability to turn stuff off, lol. Sandstorm happening? OK, don't need 3d printer, workbench, or the science benches. in fact, let me turn on "emergency" power, and get lights to half off or something.
I’ll probably surprise you, but it already exists, (almost), there is a technology for remote control of the base, and so with the help of these fuses, through your tablet, through the map of the area, you can turn off certain parts of the base (switch to the electricity tab and click on the building), for example, turn off only the workshop with machines, but leave hydroponics. or disable an individual corridor element.
Legutóbb szerkesztette: Alfafiles; 2023. máj. 15., 15:59
+vote for electricity change, other parts of game is relatively close to reality, but power management -- complete mess
I can understand reservesion idea, but why it drain battery if there is not usage.
Relative simple solution - change presentation to real values, like on battery pack.
I also dont like idea to pave wires to add light to base - solution is simple -> power extender without managment. Or light with built in solar/battery.
LukaszP  [Fejlesztő] 2023. máj. 16., 7:24 
WildDogsGaming eredeti hozzászólása:
What I think we need is the ability to turn stuff off, lol. Sandstorm happening? OK, don't need 3d printer, workbench, or the science benches. in fact, let me turn on "emergency" power, and get lights to half off or something.
we're adding that feature. one of next updates

We explained whole electricity system and why its working on one of the streams, with the dev who designed and programmed it. It worsks in this way, becouse otherwise it would be too performance consuming. Might be a few improvements, but the core is not possible to change.
Legutóbb szerkesztette: LukaszP; 2023. máj. 16., 7:24
LukaszP eredeti hozzászólása:
WildDogsGaming eredeti hozzászólása:
What I think we need is the ability to turn stuff off, lol. Sandstorm happening? OK, don't need 3d printer, workbench, or the science benches. in fact, let me turn on "emergency" power, and get lights to half off or something.
we're adding that feature. one of next updates

We explained whole electricity system and why its working on one of the streams, with the dev who designed and programmed it. It worsks in this way, becouse otherwise it would be too performance consuming. Might be a few improvements, but the core is not possible to change.

I'd love a link to that live stream or to some other official tutorial on it.
LukaszP  [Fejlesztő] 2023. dec. 28., 7:20 
Alendi Istari eredeti hozzászólása:
LukaszP eredeti hozzászólása:
we're adding that feature. one of next updates

We explained whole electricity system and why its working on one of the streams, with the dev who designed and programmed it. It worsks in this way, becouse otherwise it would be too performance consuming. Might be a few improvements, but the core is not possible to change.

I'd love a link to that live stream or to some other official tutorial on it.
the fuses have been added to the game. You can switch off and on stuff in base

i tried to find the stream with Piotrek about electricity system but it seems it has been already deleted by twitch.
Because the developers are messing up from the very beginning
LukaszP  [Fejlesztő] 2023. dec. 28., 14:19 
ryan_ eredeti hozzászólása:
Because the developers are messing up from the very beginning
could you elaborate? You are very economical with words.
I think, in the current stage (where core mechanics already done) can be added new type of transformer upgrade module (with only outputs). On the output ports of such module you can set fixed power output values, so it always provide set value (like a battery) and all excess power will be distributed to the "normal" ports based on the percentage value. Because general use case is: I need fixed values for this modules (ex. wells) and all leftover - to the battery.
Or can be implemented new type of the transformer, that can have 1 input and several outputs with fixed value on every output ports.

But what will be really good: real power consumption for some modules. For example 3D printer will have idle and maximum power rating. And maximum will used only while printing. So at the base level you will see idle, maximum and current power consumption. And the next step - battery set to the maximum power output will provide only current needed level of power so if you not using power hungry modules, they will consume only at idle level. At this point batteries can be used as intended - to buffer energy for further usage from unstable source to unstable load. Because as it runs currently, you just need power production x2 (in case of solar) of your maximum load and thats it. Does not matter you using all this power or not, it just flow to nowhere.

Another point: base heating to +21 at day while outside is +5 and at night while outside is -80 needs different amount of power. In the real world, of course.
Legutóbb szerkesztette: PC_M@niac; 2024. jan. 8., 9:06
The electricity model is simplified for sure, but part of the reason for that is performance. Electrical consumption is only evaluated every 10 Martian minutes. There's no practical way within that model to account for short duration usage by something like a 3D Printer.

I think everyone would like to see kilowatts rather than percentages for everything, but beyond that it's difficult to add complexity without adversely impacting both performance and the new user experience.

One feature that might be worth implementing though is a priority on the outlets. If the output is defined in kW, and the Transformer has X number of kW input, the Transformer should feed the full requested output to outlet #1, then on to outlet #2 and so on until it the available input is exhausted - any outlets beyond that receiving no power.
longword eredeti hozzászólása:
One feature that might be worth implementing though is a priority on the outlets. If the output is defined in kW, and the Transformer has X number of kW input, the Transformer should feed the full requested output to outlet #1, then on to outlet #2 and so on until it the available input is exhausted - any outlets beyond that receiving no power.

Now that could be interesting.
longword eredeti hozzászólása:
The electricity model is simplified for sure, but part of the reason for that is performance. Electrical consumption is only evaluated every 10 Martian minutes. There's no practical way within that model to account for short duration usage by something like a 3D Printer.
No problem. If model has 10 minute resolution, you can round up every module to its maximum power if it's used in this 10 minute slot. So 3D printer can consume idle power for full day and then for 1 minute that I use it to print some parts, it can consume maximum power for 10 minutes (full slot). It will be not ideal, but more realistic. So in case of emergency you wont need to cut parts of a base, you just will not use power hungry modules if possible.
I find it easy looked at one video in greenhouse you can turn things off and spaces outside for breakers to shut things down i believe some of the lay out is cumbersome but no big thing
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115/18 megjegyzés mutatása
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Közzétéve: 2023. máj. 15., 14:37
Hozzászólások: 18