Qon wrote:And you don't "burn" any energy, solar power is endless.
You have 50 solar panels there producing energy, and you burn all of that energy by sending it into radars. I look at that setup and I see 50 solar panels that "aren't connected right" - they should be powering the grid. Ditto for those wasted accumulators.
Qon wrote:There is only the initial cost.
Well, there's also an ongoing cost - they take up space. In my current base that's still an issue.
Qon wrote:But maybe you should postpone relying on solar+laser for defence until the power drain of radars isn't a big deal.
The base I posted has been on pure solar long enough that (as I already stated) it triggered the "Solaris" achievement. But 50 solar panels and 42 accumulators would be ~10% of what I have, crippling my power system if I pulled out that many and used them for this sensor. So no, being wasteful with giant power-sucking "daylight sensors" is not a good reason to postpone going solar.
Qon wrote:Well you didn't understand it right then. The accumulators will not run out shortly before dawn.
I didn't say they run out, I said "approximately 0 power in reserve".
But in fact, they do run out, at least as far as I can tell (the numbers move very fast when the power in the 42 accumulators is < 100kW). I just plopped down the 50/42/7 setup, and that's what happens:
Code: Select all
energy light level (solar panel power)
------ -------------------------------
210 MJ 100%
138 MJ 0% (start of dark period)
~60 MJ 0% (end of dark period)
~39 MJ 10%
~27 MJ 20%
~16 MJ 30%
~8 MJ 40%
~3.8 MJ 50%
~0.6 MJ 60%
~0 MJ 67%
Consider my current base which has about 500 solar panels. Even at 100% daylight, that's only enough power to fire 12 laser turrets (because they've got no help from accumulators because your system just let them run down to 0). If a biter group comes running into a wall, that may mean I don't have enough power to even fire all of the turrets that are in range - and that's just one biter group, heaven help me if two groups attack at once in two different places. It's even worse than that though, because when your system lets my accumulators run down to 0% I only have 67% light, so my 500 panels are only running at 67% so I've now only got enough power to run 8 lasers. Oh, and it's even worse than that because I allocated 50 solar panels to your sensor so my main grid only has 450, so now I'm down to just 7 lasers working.
And it would appear it's even much worse than that. The above paragraph is based on a laser requiring 2.4 MW, which is what the floaty text says when I mouse over the laser in the build menu. But when I plop a laser down and look at its power requirement, it says 6.2 MW! That's (presumably - my calculations support this theory) because I have all of the laser shooting speed upgrades, and the laser draws more power when it shoots faster. So now instead of 7 lasers firing, I'm down to
just 2 lasers able to fire!
Qon wrote:The system is perfect
More like horribly flawed.
Only when you've got so many solar panels that you can easily cope with all attacks (including simultaneous attacks) purely on 2/3 of their nominal power output (with no accumulator help) would I even consider your system "usable". E.g., if you want to be able to have 40 (upgraded) lasers fire, then you need 6,200 solar panels. That's more than 12 times the number of solar panels I have. I'm
safely running on solar
now, I don't want to wait until I produce another 6K panels before doing so. (In fact, as I stated in my original post, my current game is pretty much over - the biters are dominated, so I'll probably be moving on soon. If I had to wait until I had 6.2K solar panels, I might never switch to solar. Not everyone's into building "mega bases" - some of us want the classical succeed/fail challenge that games can provide, which I also essentially stated in my original post - I only played this map because someone else was getting killed on it and I wanted to see if I could succeed where they had failed.)
Qon wrote:Your system will allow your main base to drain your accumulators to the "reserved amount" during the day, before dusk even begins!
Now you're just being silly. My solar panels (once I've switched from steam to solar) are never going to be sized so small that they can't even run the base in full daylight. I've been playing the game for over a year now, and it's
never happened. I don't design systems around stuff that never happens.
Qon wrote:Which solution do you think is cheaper then?
For starters, the one that
doesn't get my base destroyed. With your system the only thing that prevents total base destruction is biters being too stupid to go for critical power structures
after they've punched through my lasers which were gimped by your system.
Qon wrote:With your system, if you reserve say 50% for laser defence, then you have to make make your accumulator field 2 times bigger for those 50% to be enough for the night.
Nice strawman.
What I would much more likely do is set that % to be just a bit higher than the % at which the steam engines kick in, so shutting the factory down is just an attempt to keep defenses strong without producing pollution, and if that doesn't work then steam kicks in (while accumulators still have enough juice to fire more lasers than I'll ever need at once). I might even set it to the same (or even lower) % -- really the main purpose would be to ensure that, in a biter-attack emergency, my factory isn't overpowering my steam engines when that power needs to be going into accumulators to be ready for the next attack.
Now if I were designing the "perfect" system, it would not do what your creation does. Instead, it would constantly calculate how much energy idle lasers will consume that solar panels will not cover (due to complete or total darkness). It would then add to that how much stored energy I want to have in reserve in case of an "attack burst" (attacks that are simultaneous or too close together for accumulators to recharge between them). It would then cut off the factory anytime that amount was >= the total amount of energy currently stored in the accumulators. That then allows the factory to run as much as possible, but when accumulators start getting low it shuts the factory down early enough to avoid steam kicking in
IF there's no attacks - i.e., if the only power consumed is laser idle power. (Optionally, a higher reserve could be set if you want to handle some attacks without steam coming on.) This scheme is a valid strategy for all solar powered bases, big and small. (It could also be adapted to non-solar use -- even if you're running off steam you may want to cut power to the factory if accumulators get dangerously low.)
Your thinking would appear to be skewed towards very large bases where laser idle draw is the major factor and laser firing power is a non-issue. For more modestly sized bases, e.g. bases made only to beat the game - not to just build for the sake of building - laser idle draw isn't as bad, and laser firing power is an issue that one ignores at their own peril. It takes 258 lasers sitting idle to equal the power draw of just
1 laser firing, 10,333 idle lasers to match the power draw of 40 lasers firing. I don't have 10,000 lasers. I don't believe I've ever had 10,000 lasers in a game of Factorio.
Qon wrote:They just added the switch for us to use it. If you can build smart factories with the circuit network then you should be rewarded for your ingenuity.
They just added <<feature X>> for us to use it. If you can <<exploit feature X in game-reality-breaking fashion>> then you should be rewarded for your <<"ingenuity">>.
Your position requires me to believe that lasers don't actually do anything with that drain power. They just have a giant bleeder resistor in there for no reason. Sigh, if only the engineers that designed the laser turret would have been smart enough to leave that bleeder resistor out of their design.