#base water/electricity input

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celest isle
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Bug name: base water/elecricity input issue
Priority: Moderate.
Game Vesion: 0.185.0 (pretty sure also in 0.184.3)
Description:
Many buildings on the base come with Electric, Water and Oxygen input connection points. In my base building I use this to create several independent sites for generation of these resources and from each site I route this through an ECU/Pump station.
What I started noticing is that one site that is connected is pretty much ignored while the other site is used as the sole provider for the resource.
Expectation is that when I have 2 separate sites of Water/Electricity, and each of those connected to a different building on a base that has all buildings connected to each other, that the sum total of the generated electricity/water is available.
Reproduction steps:

  • base with multiple buildings with connectors
  • 2 electricity sites that aren't connect to each other, but each connect to a different building
  • 2 water sites that aren't connected to each other, but each connect to a different building.
  • go inside and look at the screen stating total amount provided for water and electricity, take note
  • go outside and check screens for each of the pumps/ECU's and check their 'in use' numbers.

You'll find 1 of 2 sites being 'in use', while the other is fully redundant. The only exception to the rule I found in this is that when e.g. the battery banks run out on say site 1, that it starts to drain battery banks on site 2, in effect providing electricity from that end. Though that is not the intended base design/purpose ๐Ÿ˜„

Happy to provide save file of course, though recently provided saves for other bugs should also already have everything there as it currently is. i.e. separate sites connected to base fully kitted out with storage and everything.
PC specification: n/a

fringe moss
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please add current save file and tag me, when its ready, I'll check it

celest isle
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@fringe moss tag ๐Ÿ™‚

cyan bough
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one pump is pumping 44, the other 35 so 79 total
your base is using 37.56 ("in use"), available ("to use") 41.44 so 79 total
so water match, for power it looks like the issue is ahead of the base, you set the ECU to send 319.9kW to workshop and 200 to HQ, but it's only getting 390kW so it can't provide the set 519.9kW

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so 390kW from 1 ECU + 319.7kW from the other = 709.7kW, just like the screen says

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366.61 + 343.09 = 709.7

celest isle
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๐Ÿค” right. Still for e.g. the electric most power comes from 1 site, it's not evenly distributed in supply. Indicated by each of the ECU's "to use". One is at 319.7 (-0.2 for the street light) and the other is pretty much on 23.
Same with the water. One site has 0 to use while the other still has 37.56 to use. i.e. 1 site delivers predominantly instead of having a 50/50 distribution.

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according to those indicitators anyway ๐Ÿ™‚

cyan bough
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yes because the system was changed to use priorities, people wanted to get rid of the ECUs in %

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this is a side effect of that change

celest isle
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ouch

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what were people thinking :p

cyan bough
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beats me! ๐Ÿ˜‰

celest isle
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Don't get me wrong, I like setting absolute numbers vs % but that seems a completely different 'issue' than how power is drawn by the buildings when having more than 1 buildings connected to more than 1 site

cyan bough
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well the new priority system works pretty well imo, didn't check how it assigns priorities though

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it might just be the order you connected the cables

celest isle
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the priority system on the outlets of the ECU's is pretty clear. Hence 200 is set on the second outlet, not the first ๐Ÿ˜‰ I know it won't get that high yet without me expanding, but I know it'll pinch that output when nr. 1 needs it to provide the 319.9

cyan bough
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once #1 is done, it will start using the second one

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my base uses over 1MW, 700kW of which comes from 1 ECU connected to 16 kilopowers
i got it spread over multiple outputs on that ECU and it adjusts as i expand the base

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another 300kW comes from the initial solar panel field

celest isle
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I could tie the separate sites together behind a single ECU, but that defeats the purpose by creating a single point of failure (e.g. meteor hit despite anti-meteor system).

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the idea was to have to physically separate sites that if 1 gets knocked out I can still run partially on the other

cyan bough
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it will work too

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if input 1 is destroyed/run out of power for whatever reason, it will start using from the next input

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doesn't matter if they're from same ECU or separate ones

celest isle
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I guess with 2 or more separate ECU's supplying into the base it's just hard to predict which one it will use next. But if it's just a design limitation, I'm happy trying to work around it and make it work for me in another way.

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"problems" to solve!

celest isle
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I might change this into a feature request ๐Ÿ˜ฌ
A nice schematic of attached points into the base where I can set per input point how much to draw. Defaulting to current behaviour when not set

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And a toggle between % vs absolute numbers as the cherry on top ๐Ÿคฃ

vast sapphire
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I ran into this too but i figured it out. On electric your base pulls from the first socket connected on one breaker so ( I set all of my ECU outs to buildings to 300, I think the cap is 325?) set it to whatever..when that socket pulls the amount set the next building will pull power from next external socket connected (ECU out2 or another ECU connected)