Electricity surplus doesn't make sense (maybe bug?)

Fixed
SDXC [github] · 1 year ago

Issue description

To redirect uncritical consumers from the main electricity grid to the surplus grid only I built a solar panel which provides 150-300KW (with my game settings) and set an assembler III to be a surplus consumer (150KW).

However, the assembler is on low power and stops working. The issue seems to be that the solar panel has a fixed priority of 1 and hence all other consumers use the solar panel first.

Maybe the logic in the game is as intended, but I'm sure not being able to change the priority of the solar panel might be the actual issue, maybe the priority has been a fixed value of p1 before U3 which may have been forgotten to make it changeable. Not sure with Solar Panel II as I'm not that far yet.

On another note: I think it might be a good way to allow for 2 settings regarding surplus mode: exclusive -> making it kind of a separate power grid where the other consumers can't consume from that grid. shared -> probably the way it has been implemented, being in the same grid but with setting the priority lower than the other producers to be providing for flagged surplus consumers as long as the other producers can handle the rest.

Reproduction steps

Simply build a solar panel and set a consumer within the power range of the solar panel as surplus consumer. The consumer will stop working.

Game version and build number

v0.7.1A.B413

Operating system

Windows

SDXC [github] · 1 year ago

I misunderstood the concpet in which the surplus producers are not meant to be a means of a separate power grid. It seems the surplus feature is meant only to give more detailed possibilities regarding prioritization.

I thouhght surplus can be used the other way around: Providing surplus consumers first and only provide to the global power grid if the normal generators can't keep up.

So I just need to rethink what I want to do with solar panels.

Closed as ✅ Fixed

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