I am a purest and run only Steam, because I like playing in the mindset of a 1900's industrialist; Biters are the "Greenies" and they are my enemy!

LOL
Due to my game play preferences involving alot of trains, logic networks and attempts to reduce temporary infrastructure (a large percentage of my initial base will still be used during end-game)
ie
the factory that produces my first car will construct all my cars for the entire game
all but my first lab that researches automation, my labs will not move.
I will upgrade stone furnaces to steel ones because I will use the old furnaces to create boilers, but not upgrade steel furnaces to electric ones and only use electric furnaces in installations built after the research.
Some parts of my initial base may remain derelict until a suitable spot for a train-station and re-purpose is found.
I generally will only mass demolish mines, but leave their defensive structures and train stations intact, as these areas will provide proven safe spots to build higher tier tech.
Probably the main reason that I don't go the path of mass Solar Panels and Accumulators is because of the settings that I play on!
As going green results in a less than satisfactory biter development.
Although I so find having a solar panel or two on hand is often very handy while setting up inserters at outlying mine train-stations prior to your sparky laying the main power line
My settings
Map Generator:
Terrain segmentation: Normal
Water: Medium
Iron Ore: Low/Big/Good
Copper Ore: Very Low/Big/Good
Stone: Medium/Normal/Good
Coal: Very Low/Big/Good
Crude Oil: Very Low/Medium/Very good
Enemy bases: High/Medium/Regular
Starting area: Very Big
Peaceful mode: OFF
Evolution:
/c game.map_settings.enemy_evolution.time_factor = game.map_settings.enemy_evolution.time_factor * 0
/c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2
/c game.map_settings.enemy_evolution.destroy_factor = game.map_settings.enemy_evolution.destroy_factor * -0.2
byronczimmer wrote:Griffon0129 wrote:byronczimmer wrote:What am I missing here? Why do we want a "separate" energy grid dedicated to the Lasers?
Yes the power does get rerouted when all on same grid, but with main factory on solar and lasers on steam they're always online 24/7 with max energy. The rest of the factory may run out of accumulator energy but lasers are still running at 100%
Given:
Power grid "A" (Solar) powering the Factory at 100%
and
Power grid "B" (Steam) powering the Lasers at 100%
Wouldn't Powergrid "C" (combined grids A + B) fully power everything?
MalcolmCooks wrote:byronczimmer wrote:Let the rest of the factory come to a grinding halt, we have Biters incoming!
What am I missing here? Why do we want a "separate" energy grid dedicated to the Lasers?
....because letting the rest of the factory grind to a halt is not acceptable for some
If the factory is still running while the lasers are @ peak, wouldn't that mean that grids "A" and "B" combined would also be sufficient?
aka: "A" + "B" = "C"
So again, what is the
benefit of separated power systems?
I think the simple answer to your question lies with the order in which the networks will draw power
1. Solar Panels
2. Steam Engines
3. Accumulators
in the A B setup the Laser turrets will draw all of their power from the steam engines and the factory will draw no power from the steam engines.
Hence you will only burn fuel during bitter attacks and can simply balance Solar Panels:Accumulators in an optimal ratio based on your factory's needs.
in the C setup the Laser turrets and the factory will use the steam engines as their secondary power source.
Hence you will be burning fuel every night and only use Accumulators once steam engine output capacity is reached
In this case A B is greater than A+B=C because you get more use out of your Accumulators for running your factory and laser turrets have no effect on your factories power.