Decorative power pole prototype
Posted: Sat Aug 31, 2024 12:46 pm
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
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