Decorative power pole prototype

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TBC_x
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Decorative power pole prototype

Post by TBC_x »

I am trying to solve the issue with decoratively placed power poles with their own networks taking huge performance hit. My current solution is to create large power network that connects all the disconnected networks (no producer, no consumer) together, but that has other issues like having to disconnect them so the player won't abuse wireless power on a large map.

The main use case is for massive scenarios where this can be a problem. I also recall a discussion where a player had to remove his decorative power poles to fix lag.

The closest thing I have found are mods that connect circuit networks only and even then I'm pretty sure that they try to read the 0 capacity chest they are based on, I also doubt the new pole connections with circuit wires in 2.0 will be working. But I still cannot connect copper wires (primarily for the looks)
https://mods.factorio.com/mod/circuit-wire-poles
https://mods.factorio.com/mod/circuit-poles

Bonus points if we get to specify connection criteria/compatibility
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Stringweasel
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Re: Decorative power pole prototype

Post by Stringweasel »

The performance impact of having so many electric neteworks should be much better in 2.0
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