[Rseding91] [0.13.0] Power switch causes power log to be lost (?)
-
- Filter Inserter
- Posts: 436
- Joined: Wed Jan 15, 2014 9:41 am
- Contact:
[Rseding91] [0.13.0] Power switch causes power log to be lost (?)
https://www.youtube.com/watch?v=yooci1KbxUk
The Power switch is link to a accumulator as backup power
DO NOT LOOK IF YOU DO NOT LIKE FLASHING IMAGES
Edit fix it.
The Power switch is link to a accumulator as backup power
DO NOT LOOK IF YOU DO NOT LIKE FLASHING IMAGES
Edit fix it.
Last edited by Lee_newsum on Tue Jun 28, 2016 11:48 pm, edited 1 time in total.
Re: [0.13.0] Power switch working bad
The video is private.
Re: [0.13.0] Power switch working bad
Fix what? You're disconnecting and reconnecting things several times per second with a power switch - that's the result if you watch the graph.
A few times a second the pole you're looking at has nothing consuming power because the switch turned on/off.
A few times a second the pole you're looking at has nothing consuming power because the switch turned on/off.
If you want to get ahold of me I'm almost always on Discord.
-
- Filter Inserter
- Posts: 436
- Joined: Wed Jan 15, 2014 9:41 am
- Contact:
Re: [0.13.0] Power switch working bad
the power log is lost
Re: [0.13.0] Power switch working bad
I'll look into it.Lee_newsum wrote:the power log is lost
If you want to get ahold of me I'm almost always on Discord.
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
This may have been fixed in the latest 0.13.3 if you wouldn't mind checking.
Note 0.13.3 has multiple MP issues though
Note 0.13.3 has multiple MP issues though
If you want to get ahold of me I'm almost always on Discord.
-
- Filter Inserter
- Posts: 436
- Joined: Wed Jan 15, 2014 9:41 am
- Contact:
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
did not fix it
ok my map in 0.13.3 set the power switch to 50 and let a night
ok my map in 0.13.3 set the power switch to 50 and let a night
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
I can confirm this problem exist in 0.13.3
Playing on singleplayer
Maybe the powerswitch need to have a high and low threshold. If it connects and disconnects at 50% then power spikes will probably make it disconnect and reconnect multiple times.
So a high and low threshold would probably help reducing electrical network updates a lot, probably leading to the log being updated more properly and smooth
for example:
connect at 50%
disconnect at 40%
Playing on singleplayer
Maybe the powerswitch need to have a high and low threshold. If it connects and disconnects at 50% then power spikes will probably make it disconnect and reconnect multiple times.
So a high and low threshold would probably help reducing electrical network updates a lot, probably leading to the log being updated more properly and smooth
for example:
connect at 50%
disconnect at 40%
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
I made 3 changes regarding this:
- When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
- When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
- Fixed the electric network statistics merging when networks are connected by turning power switch on.
-
- Manual Inserter
- Posts: 1
- Joined: Tue Jul 05, 2016 6:51 am
- Contact:
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
I was just about to report this one! I set up a system to turn off my radar banks when the sun set, but noticed that it was losing all of my history data.
Is there any way to mitigate this until the fix comes through? It's not a huge problem, but I would like to see the pretty graphs
Is there any way to mitigate this until the fix comes through? It's not a huge problem, but I would like to see the pretty graphs
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
This is done using combinators to provide some logic behind the switch's state change. It took me 4 decider combinators to make the necessary logic- 2 combinators for the high setpoint and low setpoint, then 2 more as an S-R flip flop to latch the state until the other setpoint is reached.Wezz wrote:I can confirm this problem exist in 0.13.3
Playing on singleplayer
Maybe the powerswitch need to have a high and low threshold. If it connects and disconnects at 50% then power spikes will probably make it disconnect and reconnect multiple times.
So a high and low threshold would probably help reducing electrical network updates a lot, probably leading to the log being updated more properly and smooth
for example:
connect at 50%
disconnect at 40%
These switches can be used in other ways, so adding that sort of logic to them directly could interfere with other things. Once the wiki catches up to the content with a tutorial about how to wire up the combinators for hysteresis, it won' t be as big a deal.
My system is turning its copper and iron furnaces on above 90% and off below 75%. Like so, 20MW of steam + 200 accumulators is letting me carry close to 25MW of working load.
In my mind, Steam is the eternal king of the railway.