Comprehensive power management
Posted: Fri Apr 26, 2019 10:45 am
I have done steam, Steam as backup, solar with perfect ratios, nuclear that only runs when needed, Steam for spike backup, accumulators for spike backup, factories that shut down one at a time (lowest priority first) if power is insufficient, and of course alarms that let me know of problem conditions.
And yet, I still don't have a foolproof system that tells me when to increase capacity of something. I know it is possible, but Factorio does not make it easy.
My hope is that this thread will generate ideas that will permit me to create such a thing.
Here are my early thoughts:
A) Priority of power use:
- Steam. Top priority while wood is incinerated (to quickly empty wood storage chests), then shuts down if other power sources are available.
- Solar
- Nuclear, not feeding reactors unless needed, and with only enough nuclear plants being fueled as needed to ensure current demand is met.
- Steam from coal/solid/rocket fuel, whichever is abundant at the moment.
B) Emergency shutdowns, in order:
- Used only when power from all sources is insufficient to supply all factories without brownouts.
- Rocket production (accumulator charge below 20%)
- Science/Research production (charge below 18%)
- High volume malls, those that produce large quantities of specific construction supplies like modules, belts, etc. (charge below 15%)
- Volume production of circuits. (charge below 12%)
- Volume smelting lines. (charge below 10%)
- Low volume starter smelting and mall. (charge below 10%)
C) Solar:
The traditional approach of perfect ratio panels/accumulators is great but makes it hard to identify when it is time to expand capacity, often leading to outages. So I am thinking of being a bit paranoid.
- A primary bank of panels/accumulators at perfect ratio.
- A secondary and normally isolated backup bank of panels/accumulators, sized to about 10-20% of main bank. It only connects to the main network if the main network accumulator charge drops to 25% (at night) and disconnects once charge is back over 50% (morning) . Rings a one-time alarm as it connects. It should be possible to disable the alarm for the scenario when intentionally relying on Nuclear or Steam as primary power. Alarm ringing is a sign of needing to expand capacity.
D) Nuclear:
- Begins feeding reactors if accumulator charge drops below 23%.
- Activates one nuclear plant at a time. Most of my plants are 4-reactor 480MW.
- So, for a plant to activate the previous plant must be on AND accumulator charge must be below 23%. Deactivates once accumulators charge reach 100%.
- No alarms.
E) Steam final failsafe:
- This is not much capacity, just the now evolved/fully built early game steam plant, that operates as a wood incinerator most of the time, but activates with the most convenient fuel available as power source of last resource. It might just provide enough juice to supplement the other power sources until you upgrade other power capacity.
- Activates if the accumulator charge drops below 21% and steam in any backup tanks is low. Deactivates once accumulator charge is back to 100%.
- It of course has an alarm. We should never reach this point, but anything is possible.
And yet, I still don't have a foolproof system that tells me when to increase capacity of something. I know it is possible, but Factorio does not make it easy.
My hope is that this thread will generate ideas that will permit me to create such a thing.
Here are my early thoughts:
A) Priority of power use:
- Steam. Top priority while wood is incinerated (to quickly empty wood storage chests), then shuts down if other power sources are available.
- Solar
- Nuclear, not feeding reactors unless needed, and with only enough nuclear plants being fueled as needed to ensure current demand is met.
- Steam from coal/solid/rocket fuel, whichever is abundant at the moment.
B) Emergency shutdowns, in order:
- Used only when power from all sources is insufficient to supply all factories without brownouts.
- Rocket production (accumulator charge below 20%)
- Science/Research production (charge below 18%)
- High volume malls, those that produce large quantities of specific construction supplies like modules, belts, etc. (charge below 15%)
- Volume production of circuits. (charge below 12%)
- Volume smelting lines. (charge below 10%)
- Low volume starter smelting and mall. (charge below 10%)
C) Solar:
The traditional approach of perfect ratio panels/accumulators is great but makes it hard to identify when it is time to expand capacity, often leading to outages. So I am thinking of being a bit paranoid.
- A primary bank of panels/accumulators at perfect ratio.
- A secondary and normally isolated backup bank of panels/accumulators, sized to about 10-20% of main bank. It only connects to the main network if the main network accumulator charge drops to 25% (at night) and disconnects once charge is back over 50% (morning) . Rings a one-time alarm as it connects. It should be possible to disable the alarm for the scenario when intentionally relying on Nuclear or Steam as primary power. Alarm ringing is a sign of needing to expand capacity.
D) Nuclear:
- Begins feeding reactors if accumulator charge drops below 23%.
- Activates one nuclear plant at a time. Most of my plants are 4-reactor 480MW.
- So, for a plant to activate the previous plant must be on AND accumulator charge must be below 23%. Deactivates once accumulators charge reach 100%.
- No alarms.
E) Steam final failsafe:
- This is not much capacity, just the now evolved/fully built early game steam plant, that operates as a wood incinerator most of the time, but activates with the most convenient fuel available as power source of last resource. It might just provide enough juice to supplement the other power sources until you upgrade other power capacity.
- Activates if the accumulator charge drops below 21% and steam in any backup tanks is low. Deactivates once accumulator charge is back to 100%.
- It of course has an alarm. We should never reach this point, but anything is possible.