When batteries, roboports, belt immunity are placed in the tank's equipment grid, they don't appear to get any power from solar panels also placed in the grid. Shields appear to function normally though.
I've only seen this on Fulgora and I'm confused why it isn't working.
Fulgora - Roboport and Batteries in Tank
- taikodragon
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Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
Lower solar power on Fulgora. Display bug. See:
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- taikodragon
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Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
I'm supposing it is a different issue, since everything work alright in the Power Armor Mk1. It doesn't supply power at all.
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- After sitting idle for multiple in-game days there is no charge on this roboport or the batteries
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Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
Small solar panel only provides 6kW on Fulgora:taikodragon wrote: ↑Sun Nov 24, 2024 10:15 am I'm supposing it is a different issue, since everything work alright in the Power Armor Mk1. It doesn't supply power at all.
The belt immunity equipment on its own uses 100kW. Your 10 panels only produce 60kW. Take the belt immunity equipment and roboport out, leave the tank alone for some time and see if the batteries charge at all.
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Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
Thanks for the tip. Batteries do charge with nothing else in the grid, so it isn't broken.
That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe?
As a player I would like to be able to see how/why the equipment grid isn't delivering power to everything.
That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe?
As a player I would like to be able to see how/why the equipment grid isn't delivering power to everything.
Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
Even in the regular power grid you get some prioritisation, for example laser turrets can easily starve out the rest of your base. I haven't really experimented with the equipment grid in that area, but I'd guess the belt immunity equipment has a higher priority than the personal roboport and it takes it all.taikodragon wrote: ↑Sun Nov 24, 2024 9:10 pm That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe?
True, with a regular power grid you can click on a power pole and see what eats up all the power, can't really do that with equipment grid.As a player I would like to be able to see how/why the equipment grid isn't delivering power to everything.
As for Fulgora remote tank equipment, I can recommend using quality solar panels. Even with just uncommon and rare ones, you'll get 7.8kW and 9.6kW respectively instead of the 6kW from the normal one. I see you're using an uncommon tank, so that's a good thing to have already, the increased grid size really helps. The batteries will be great in the long term, but if you want to keep that belt immunity, you need to seriously increase your power generation. Until you get reactors, filling that grid with solar panels, especially quality ones, seems like the way to go.
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Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
This is working exactly the same as in personal armor. Modules don't share between different module types like buildings on the stationary electrical grid do; there is a hierarchy on what gets power first. Exoskeletons, for example, get no power until shields have had their fill. Belt immunity equipment is either very high or at the top of the hierarchy.taikodragon wrote: ↑Sun Nov 24, 2024 9:10 pm Thanks for the tip. Batteries do charge with nothing else in the grid, so it isn't broken.
That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe?
As a player I would like to be able to see how/why the equipment grid isn't delivering power to everything.
- taikodragon
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Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
Thanks! I think another confusing thing is that modules don't show their minimum usage, I would have guessed that the belt immunity only draws power when you're on a belt and not all the time in the same way that exoskeletons and night vision only draw power when in use.LCStark wrote: ↑Sun Nov 24, 2024 9:30 pmEven in the regular power grid you get some prioritisation, for example laser turrets can easily starve out the rest of your base. I haven't really experimented with the equipment grid in that area, but I'd guess the belt immunity equipment has a higher priority than the personal roboport and it takes it all.taikodragon wrote: ↑Sun Nov 24, 2024 9:10 pm That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe?
True, with a regular power grid you can click on a power pole and see what eats up all the power, can't really do that with equipment grid.As a player I would like to be able to see how/why the equipment grid isn't delivering power to everything.
As for Fulgora remote tank equipment, I can recommend using quality solar panels. Even with just uncommon and rare ones, you'll get 7.8kW and 9.6kW respectively instead of the 6kW from the normal one. I see you're using an uncommon tank, so that's a good thing to have already, the increased grid size really helps. The batteries will be great in the long term, but if you want to keep that belt immunity, you need to seriously increase your power generation. Until you get reactors, filling that grid with solar panels, especially quality ones, seems like the way to go.