I think if implemented this could enhance the gaming experience.
Thank you.
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Moderator: ickputzdirwech
My suggestion is simple, just give a limit to the poles and also the calculation of damage when it exceeds that limit.ssilk wrote:This is discussed to the following point:
- yes, something like a cable resistance would be useful and a very good game-element Also wanted by the devs.
- But sadly this is an extremly expensive calculation. Eats too much cpu-power.
See also https://forums.factorio.com/forum/vie ... 80&t=15546
Technically, the network would only have to be recalculated when the layout changes. Granted this can happen very frequently when logistic bots start hammering down blueprints.What you suggests, would require path tracing every tick, sixty times a second,
I will try to elaborate a bit more the proposal, the game uses an algorithm that records the electrical network to calculate whether a device has power or not, right?Fatmice wrote:Because in the current model, nothing "flows" through anything. The power poles are simply there to test for whether an entity is part or not part of an electrical network. If it is and needs or produces energy, then it is added to a table that will be processed appropriately. There is very little computation needed once an entity has been registered to the table and no need to do the test again unless the entity has been marked for un-registration, for whatever reason. This enables the building of massive factories and arrays of power producers and consumers. There is no topology calculations involved with the current method, nor should there be any, imo. This game is about logistics, not energy distribution.
What you suggests, would require path tracing every tick, sixty times a second, as well as tree pruning to make sure the "electrical network" is following the rules. This is an exponential time problem. Computational time gets very large, very quickly for even modest sized networks, and by modest, I mean a typical factory of about 40-50 sectors in diameter with a tangle web of power poles that I see on every Youtubers; this typically amounts to about a few thousand power poles.
The load of the network changes in every tick and not only, when the layout changes.bobucles wrote:Technically, the network would only have to be recalculated when the layout changes.What you suggests, would require path tracing every tick, sixty times a second,
In a way it doesn't actually "solve" anything as this feature is not part of the game (yet), and thus not a problem.Fatmice wrote:There is no such thing as low-end power pole in vanilla Factorio. The area that a power pole services is not an indication of their hierarchy. Furthermore, to determine that a power pole is a terminus, you need path tracing, sounds familiar?
If you have certain power poles consume power because they are not under the influence of some gate, you would have to again check for such gate every tick. To do so would again require path tracing. And what of the transformers themselves? Do they act as simple gate or load sensitive gate? The electric network would need to be rewritten to carry additional information to even allow transformers to exist with any meaningful properties. So your "simpler" alternative turns out to add more problems than it solves.
By the way, the transformer mod in existence is not a transformer but a diode.
Even if I hadn't seen the problem with it myself, this bit was both pointless and insulting.Fatmice wrote:So your fixes result in a idea with limited use. Do you see a problem?![]()
(A) Ideas -> Improvements -> Complications
(B) (A) -> fixes -> less complications -> limited use -> useless idea.