bobingabout wrote:If you consume 1W of power for 1 hour, it would be 3600 Joules consumed in that hour.
...yes, that's how unit conversion works.
bobingabout wrote:It was basically done for one reason only... so that your electric meter doesn't show stupid big numbers.
No, it was done because it eliminates an unnecessary unit conversion. In power, the energy consumed by the system is the integral of power demand with respect to time, and time is measured in
hours, not seconds. Average power demand multiplied by time equals energy consumed in that time. Even if your power meter measured time in seconds, it would in all likelihood use units of watt-seconds, because that's very simple to understand. Yes, 1J = 1Ws, but that's not the point--calling a watt-second a Joule is an abstraction necessary for higher science, not the layperson.
You want to talk about unhelpful units? Be thankful that your pumps, mining drills, boilers, inserters, pumpjacks, and exoskeletons are measured in kW instead of horsepower. Or that accumulators and batteries are measured in kJ rather than kAh.
bobingabout wrote:There is absolutely no reason why a game like this needs to use a "Dumb person's" name being used, the much more proper Joules and Watts is good, especially considering you can actually quite easily see Watts being used...
...except for the fact that your power bill is measured in kWh, all news reporting on energy consumption uses kWh/MWh/GWh, and watt-hours as a measure of energy (as distinct from power) is a very simple concept to grasp.
bobingabout wrote:My question would be, what would you use if thousands or millions of Kilowatt hours were being consumed? Kilo Kilowatt hours? Mega Kilowatt hours? that really does sound dumb, instead... you'd use Megawatts and Megajoules, Gigawatts, Terawatts etc.
...you'd use kW/kWh, MW/MWh, GW/GWh, TW/TWh, all the way up the SI prefixes. Just like the world has done for power generation for the past 90+ years.
Linosaurus wrote:A single bar for demand. It goes up to 150%, with a clear mark at 100% of capacity.
- It's identical to the current production bar until that hits 100%.
- When production is 100% and consumption bar is above 67%, you get the same information from the extended bar in this new system. (Because 100/150 = 66.67%)
- When the current consumption bar drops below 67% you get no further information at all. But you should be too busy panicking to look at bars.

- In particular - when you don't generate any power at all the bar should in theory be infinite. But again, you should be too busy panicking to care.
(For sudden production crashes, the over time graph is more useful anyway in my opinion).
- It doesn't explicitly show current power generation, but that is sort of 'obvious' when looking at the bar.
I appreciate what you've done with this, but as a player that's already unsatisfied with the amount of detail in my power statistics, this would be extremely frustrating for me to use. There are other means of increasing accessibility without stripping out information/features/mechanics.
Linosaurus wrote:I know some players find the current bars perfectly intuitive.
Exactly, and that's I believe that simplifying the power bars will only make things worse--it really doesn't offer anything beyond the current "Consumption green = good, consumption not green = bad" approach of the existing power bars, and it strips out the implicit information therein.
ribsngibs wrote:Btw I prefer the version without the excess capacity hatching. Again, from a layman'so point of view, if both bars are the same I am happy because I know my energy needs are met, and I can tell from the size of the bar in relation to the end of the graph what %utilization I am at. If the bars are different lengths, I need to doublecheck which is larger and make sure I am still ok. Well, I guess the color coding helps with that too. But I found your original diagram simplest.
Excellent! I wasn't sure if people would prefer to see the capacity hatching or not.