Actually reliable solar.
Posted: Mon Jul 18, 2016 8:42 am
With steam you can safely power you base and laser defence on the same grid since laser turrets gets priority over everything else and you can provide maximum power output day and night.
When powering your base with solar power you rely on buffering to survive the night.
If your base uses more power than you have scaled your solar + accumulator farm for then you prioritise your production over your defence by using up the energy before the natives attack. In the day you want to ensure that your accumulators are charging fast enough to reach 100% before the dusk and in the night you want to make sure that your charge level is high enough to survive until dawn.
What you want is your power system to provide no more than the highest average consumption your power system can handle when supplying more means that you would then eat up your future savings. This is actually very easy. If you make an independent grid that has exactly enough solar, accumulators to power a constant drain then you can just compare your main energy storage to the level of that ideal grid and see if you are overconsuming your buffer or not. If you have 2 consumer power grids of different priority levels then you can disconnect your low priority grid when you notice that you have consumed more than you should have.
In the picture the radar is on the low priority grid while your laser turret is on the high priority grid (direct connection to solar and accumulators). The radar consumes more power than 3 solar panels and 2 accumulators can provide as a game-day average and will drain your accumulators faster than you want and even prevent the accumulators from charging in the day. But when the charge level gets below the sunlight sensor system the radar is powered off which allows the accumulator to charge up as long as your high priority grid doesn't use it all up. Once the accumulator is charged enough the low priority grid is connected again. If the lasers aren't using your power then the radar will toggle on and off continously so that it gets on average no more than necessary to also give accumulators a steady charge up before dusk.
Of course if the solar grid was big enough to supply power to both grids then the low priority grid will be powered on all the time. Also the high priority grid can drain the system completely. There's no point in limiting the rate at which the high priority grid can draw power since if it uses any power then it definitly needs it now and saving it for the future is pointless.
In an actual system
you would probably have your entire base that isn't dedicated to defence on the low priority network and your lasers and roboports for repairs on the high priority network. If your solar farm is big enough to power your defence then it will never fail no matter how much you expand your production base before upgrading your solar farm. Since your perimeter grows linearly when your area that you wall in grows quadratically you are unlikely to ever run out of power for lasers once your base gets fairly big. If your base needs 10 times more power than your defence then you can expand your potential production and area required 100 times before upgrading your power system and still have enough power for lasers.
Also you might want to power the combinator by it's own personal power grid with 1 solar panel and 1 accumulator in case you are going to put Creative Mode/Energy void powerful energy deleteting power system testing entities on the low prio grid. It will at least be able to switch the low grid off then.
When powering your base with solar power you rely on buffering to survive the night.
If your base uses more power than you have scaled your solar + accumulator farm for then you prioritise your production over your defence by using up the energy before the natives attack. In the day you want to ensure that your accumulators are charging fast enough to reach 100% before the dusk and in the night you want to make sure that your charge level is high enough to survive until dawn.
What you want is your power system to provide no more than the highest average consumption your power system can handle when supplying more means that you would then eat up your future savings. This is actually very easy. If you make an independent grid that has exactly enough solar, accumulators to power a constant drain then you can just compare your main energy storage to the level of that ideal grid and see if you are overconsuming your buffer or not. If you have 2 consumer power grids of different priority levels then you can disconnect your low priority grid when you notice that you have consumed more than you should have.
In the picture the radar is on the low priority grid while your laser turret is on the high priority grid (direct connection to solar and accumulators). The radar consumes more power than 3 solar panels and 2 accumulators can provide as a game-day average and will drain your accumulators faster than you want and even prevent the accumulators from charging in the day. But when the charge level gets below the sunlight sensor system the radar is powered off which allows the accumulator to charge up as long as your high priority grid doesn't use it all up. Once the accumulator is charged enough the low priority grid is connected again. If the lasers aren't using your power then the radar will toggle on and off continously so that it gets on average no more than necessary to also give accumulators a steady charge up before dusk.
Of course if the solar grid was big enough to supply power to both grids then the low priority grid will be powered on all the time. Also the high priority grid can drain the system completely. There's no point in limiting the rate at which the high priority grid can draw power since if it uses any power then it definitly needs it now and saving it for the future is pointless.
In an actual system
you would probably have your entire base that isn't dedicated to defence on the low priority network and your lasers and roboports for repairs on the high priority network. If your solar farm is big enough to power your defence then it will never fail no matter how much you expand your production base before upgrading your solar farm. Since your perimeter grows linearly when your area that you wall in grows quadratically you are unlikely to ever run out of power for lasers once your base gets fairly big. If your base needs 10 times more power than your defence then you can expand your potential production and area required 100 times before upgrading your power system and still have enough power for lasers.
Also you might want to power the combinator by it's own personal power grid with 1 solar panel and 1 accumulator in case you are going to put Creative Mode/Energy void powerful energy deleteting power system testing entities on the low prio grid. It will at least be able to switch the low grid off then.