There is plenty of power, and everything else shows a green bar, except for this one chem lab. I've put it back down again and it still shows low power. Is this a bug or something I'm doing?
Attached is a screenshot and a save.
[0.15.10] Low electricity on one chemical lab
[0.15.10] Low electricity on one chemical lab
- Attachments
-
- newone_27.zip
- (23.65 MiB) Downloaded 117 times
-
- Screenshot_2017-05-16__02.42.54.PNG (1.49 MiB) Viewed 4385 times
Re: [0.15.10] Low electricity on one chemical lab
Here's a quick video showing plenty of available power and nearby buildings showing appropriate power levels. Also notice that the electricity bar slightly improves with modules inserted.
First found in 0.15.10, but it persists in 0.15.11. I feel like it's a bug and should've posted this in the bug forum.
https://youtu.be/M_u1K46fOcI
First found in 0.15.10, but it persists in 0.15.11. I feel like it's a bug and should've posted this in the bug forum.
https://youtu.be/M_u1K46fOcI
Re: [0.15.10] Low electricity on one chemical lab
Remove that unconnected power pole to the northeast of the building (above that beacon). It carries neither power nor circuit networks from the look of it, and it's probably what is causing this problem since it functions as a separate, but unpowered power grid.
Re: [0.15.10] Low electricity on one chemical lab
Wow, good catch, thanks! That's odd.
I had moved the substations since they have a larger coverage area, and left a pole behind by accident...didn't think a pole could cause power deficits, ha!
I had moved the substations since they have a larger coverage area, and left a pole behind by accident...didn't think a pole could cause power deficits, ha!
Re: [0.15.10] Low electricity on one chemical lab
[Koub] Moved to Bugs : Even if connected to several power poles from different grids, some of which are unpowered, buildings should draw power from where it is. btw I'm not sure the anomaly comes from this unpowered pole.
Koub - Please consider English is not my native language.
Re: [0.15.10] Low electricity on one chemical lab
I looked at it more earlier today and found that if the building/inserter/item is placed after the dead pole exists, the low power situation exists. If the dead pole is placed after the buildings, the low power issue did not exist.
Duplicate report, and the beacon in my screenshot has a low red power bar and rotates slowly as well:
viewtopic.php?f=7&t=48667
Duplicate report, and the beacon in my screenshot has a low red power bar and rotates slowly as well:
viewtopic.php?f=7&t=48667
- Distelzombie
- Filter Inserter
- Posts: 336
- Joined: Tue May 02, 2017 4:27 pm
- Contact:
Re: [0.15.10] Low electricity on one chemical lab
I can duplicate this bug.
Interestingly it does not show when you use the cheat energy source that provides unlimited power from Crative Mode Mod, nor does it show using the Energy Interface.
It also does not show when using Accumulators only - Even though the solar power plant I used that shows this problem has many accumulators.
Here, I made a Blueprint for easy testing Just place it an connect the switches to the poles. Uses a Energy Interface. I think it should work in vanilla.
Make sure you're placing the Beacon at LAST!
Interestingly it does not show when you use the cheat energy source that provides unlimited power from Crative Mode Mod, nor does it show using the Energy Interface.
It also does not show when using Accumulators only - Even though the solar power plant I used that shows this problem has many accumulators.
Here, I made a Blueprint for easy testing Just place it an connect the switches to the poles. Uses a Energy Interface. I think it should work in vanilla.
Make sure you're placing the Beacon at LAST!
test setup
- Attachments
-
- 427520_20170531125152_1.png (1.66 MiB) Viewed 4210 times
Complete 2-Lane system as a Blueprint-Book!
The perfect OCD reactor?
Testing chained science lab efficiency
Please use real prefixes and proper rounding!
Re: [0.15.10] Low electricity on one chemical lab
Note that the dupe viewtopic.php?f=11&t=48667 has been marked as resolved + released now.