Saner fusion power
Posted: Wed Jun 25, 2025 1:44 am
Fusion power has been fragile for quite a while which makes it off-putting to me as a late game tech. After experimenting a bit, I found that right now it's more of fluid behavior problem than update-order problem. Specifically, plasma and coolant are not evenly distributed between interconnected reactors, but power demand is evenly distributed between the generators when scaling down. This results in all sorts of problems:
- Newly added reactors can be starved of coolant despite there being enough in the reactor network.
- Generators can be starved of plasma despite there being a path to provide it.
- Suboptimal neighbor bonus from assigning a large share of the demand to a single reactor. In fact, I observe it always being suboptimal with any reactor-to-reactor plasma connection.
- Ugly visuals due to uneven and / or flickering reactor light-up patterns.
It's possible to work around the coolant problem with oversupply / independent fluid networks. There doesn't seem to be a way to work around the plasma issue right now.
I suggest to make the plasma network (and maybe fluid networks) distribute fluid as evenly as possible between entities connected over in/out connections, like the current behavior for storage tanks. This should also remove any lingering update-order dependency.
- Newly added reactors can be starved of coolant despite there being enough in the reactor network.
- Generators can be starved of plasma despite there being a path to provide it.
- Suboptimal neighbor bonus from assigning a large share of the demand to a single reactor. In fact, I observe it always being suboptimal with any reactor-to-reactor plasma connection.
- Ugly visuals due to uneven and / or flickering reactor light-up patterns.
It's possible to work around the coolant problem with oversupply / independent fluid networks. There doesn't seem to be a way to work around the plasma issue right now.
I suggest to make the plasma network (and maybe fluid networks) distribute fluid as evenly as possible between entities connected over in/out connections, like the current behavior for storage tanks. This should also remove any lingering update-order dependency.