Ok, I changed the topic of this thread and rewrote the first post a bit.
I think it should be much more clear now, what is meant.
fandingo wrote:So why don't belts fail? Why don't inserters fail? Why don't turrets fail (from use not damage)? Is the car going to get a "check engine" light? Even stationary entities like walls and power poles need maintenance. This seems like a capricious proposal to make the power switch a lot less useful in a way inconsistent with everything else in Factorio. I'm still wondering how you're going to tell the players that this one and only one item needs maintenance.
That idea with the maintentance is in my eyes
dead, cause there have been made better suggestions here. [Maybe I thought a bit it would be a nice idea to introduce maintenance as a concept into Factorio at all. But the maintenance concept is already discussed in many threads. My conclusion: It needs to be much more clever than this. We are far away from this point.]
We had since 0.6 dozens of working solutions to do exactly that (and they are still working
I'm not aware of any that allow the player to set a singular setpoint based on accumulator charge. Perhaps you can share one? All of the solutions with which I'm familiar involve a ranged setpoint, which is not desirable.
Well, they are currently still in the wiki,
https://wiki.factorio.com/index.php?tit ... old.22_way
And many can be found in "Show my Creations" board. I think it's not relevant for this discussion, so I won't go deeper here.
The issue is that closed loop control systems cannot use an instantaneous value, even if time-boxed, and reach stability. They will always oscillate. All this change does is increase the period of oscillations.
Well, then you misunderstood the intend of this: It is a graphical issue/glitch, which (I think I can say that) just feels "wrong".
More explained: Currently we have the issue, that there is no difference between a power failure and a network, that is switched off.
I'm sure that will be fixed soon. The fix is in my eyes to show a new symbol on the devices. And it makes also no sense then to have that symbol blinking.
Now if the power switch constantly switches on/off this symbol begins to blink or flashes. That is, what feels completly wrong, cause "blinking" is something, that a Factorio player has learned to pay much attention on, and I really think, that should keep like so.
The issue is this: It will distract you from your game, if you have a more or less large part of a factory, that constantly turns on/off. By minimum it will be quite hard to get used to that.
And it is not good from other perspectives, like CPU-load (I know, bad argument), cause I think flashing such a network needs to constancly reinitialize all the devices inside (O.K. I cannot know, how that really works).
And I think it's also some kind of not useful gameplay, to have power switches that work like transistors. You see the discussion around this topic and you have the circuit network for such things.
There's no functional problem.
Right from the technical side: It's a pieces of software.
But everyone, which knows a bit about electricity knows: Your light-switch in the kitchens breaks at some point, if you switch too often/fast.
That's why many think "this feels wrong": You cannot switch megajoules of power with a device, where you constantly see flashes and cracks...
Now I to mattj256. I will comment here into his quote:
mattj256 wrote:
Require maintenance on power switch
I think we can call this cancelled, again: See first post
- Allow two separate circuit conditions for the power switch: one for ON and one for OFF.
Yes.
- Make it easier to build things that are currently difficult, like latches or timers or delay mechanisms.
Maybe we need that, but I think it's something, for the circuit network, has nothing to do with this issue.
- Require a delay before the circuit network can switch on or off.
Yes!
- Do nothing; things are fine as they are and this is only a cosmetic problem.
Is for me no good option, cause I think it's clear, that this problem will appear.
So now to my current opinion:
It should be a combination two conditions plus a delay. And I will explain and argue about it below.
I also think it increases gameplay, if this kind of "flashing" will minimized, cause it removes useless distraction from the player. I think that last one is a very good argument (even knowing, that some players will deny it
).
Separate conditions for ON and OFF. Could be ok, needs work. MeduSalem raises an excellent point: what if the ON and OFF conditions are both true? That needs more discussion, either in this thread or a different thread.
Well, THAT was an important comment, cause I thought it was clear, how a switch must work, if he has two conditions. But then I realized, that most of you haven't learned much about how common electric switches work.
The switch - as it is now - has many similarities with a relais or better a
"contactor". Inside of a contactor are two windings: One to put put the switch to "ON" state and one for the "OFF" state.
I know them looking like so:
But (and here comes the similarities) for Factorio it looks more like so:
You need to know to prevent the windings (or here the motor) from blowing up, the switching turns of the winding, that switches it into this state. So the windings get a short impulse of power, just enough to surely switch the contactor into the other state.
For me it was clear, that with two conditions in the power switch, the power switch works similarly:
* If switch is OFF, only the ON-condition is checked and it switches only once.
* Then the switch is ON and then only the OFF-condition is checked.
This is super-common electric switching.
It enables players for example to press one button for a short moment and the switch will turn on. And to turn it off you need to press another button.
But this kind of switching (just one impulse is needed to switch) is useful for many, many more things, much more usages than the power switch has currently. I won't like to say endless, but that kind of logic is "different" to all the other logic we currently have and it is so super useful! I mean this is the key for players to say "I want my combinator behave like a switch. What Do I need to do?" and then they come automatically to solutions with an SR-latch and other useful things. For me this element is a key for players to bring them to a point that they are willing to dig deeper into this subject of circuits etc.
This alone doesn't prevent it from circulating of course.
So there is a second rule with the delay after switching.
But I had an new inspiration.
The duration of this delay depends on the amount of power, that flows through that switch.
So, why that? Some quite simple thoughts: The issue is more or less a graphical issue. I don't want to have a big field of miners, which constantly turn on/off. That will distract me quite a lot.
But for some devices I think it would be quite o.k. to have switched them a bit faster. And for one single device: Why not each tick? That is not such a problem.
So the rule is simple: The power usage when you turn on or before you turn off should be relative to the delay afterwards (a "real" cooldown), cause the more devices are in that switched network, the more power they will probably need and the more distraction they induce to the player.
For very small networks, the switch behaves like now, but if you switch a really big cluster of furnaces you need a different strategy. For example: It's then much more useful to switch your furnaces on/off in smaller groups, more regulated. Example: if iron below 1000 turn on first group, below 900 turn on second and so on, until all furnaces will work.
Hope that makes sense.