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Quantum

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Everything posted by Quantum

  1. hay mate. not to be rude at all but if your going to post a reply please take a moment to read the entire post first. i appreciate the circuitry help but also. your just showing me what i already know and what i have already posted in my first post i know how to use a memory cell to flip the main power to charge the batteries when theirs not enough power to power the base directly. but that circuit runs into max depth issues quickly since root combiners after the batteries count components behind batteries, through the charge circuit + anything you count past that as well. thus it is not feasible for a large power grid setup. if you had read the post more carefully you would know that i am only using the simple "split system" settup to achieve a higher potential output from the power grid. at the moment I'm pumping out 6.4K and i can easily double that if i need. since i am no where near the root combiner limit I'm also just running memory cells around the map. just plain on the ground and so far they have not decayed. but i will update this post before the next wipe to give decay info if their is some "long" decay timer that i do not know about. maybe it's a 7 day decay timer I'm not sure. either way it's working for me at the moment and I have run cabled around the entire map if you would like to jump into the AU scourge VC in discord and discuss this further I would be more then happy to. but as I said in a previous post. I found a solution that works and I am already doing the thing I said I would be doing.
  2. I think I found a solution (although not perfect/ as efficient as I would like) with current mechanics. I'm honestly not sure if this is better or worse for server/ network/ player performance but theirs two ways of looking at this right? my power station is build up in a part of the map where no one travels. when I'm at my power station my fps is honestly actually better then most build up areas on the server sure i have 256 solar panels and 64 batteries along with enough root combiners to kill an army but I'm literally the only base in render distance if I run a single line of memory cells into a populated area. I can supply everyone in that area with enough power for their needs, that means that anyone in the area does not have the need for windmills, solar panels etc. the most they need is a single large battery to power car lifts in case somehow the line goes down for any reason currently I'm playing around with the idea of just having non tc protected memory cells placed on the ground RIGHT next to roads. players wont be able to pick them up if they don't have tc privilege which means they need through effort to effectively be a troll since I'm placing nothing but a memory cell near a road (which is already an area you cannot build too close too anyway) im really not taking up any potential build space for the main line. lines coming off the main line will have to be build out to bases but if a player wants to place a TC and build something. if it is in the way. theirs nothing stopping them from moving it themselves I already offer my services and have set up a few bases with efficient charging systems and im happy to help anyone that asks for it lol
  3. i was offered power generators as well but they cost money and i kind of want to do it legit if anything. im happy to work within restrictions and what not but im also not doing it because it's going to be easy lol. im doing it just for fun and something to do. and to give people free power lol
  4. that's why I'm making this thing out where no one will fly. I'm at the top most corner of the map top left to be exact. their is no oil rig or anything special out here so theirs not a whole lot of reason for people to fly out here. i have been building all day and I have seen a single person which also lives on the island. their are 3 people on the other side of the island. closest player house is outside of render distance i think 3/4 chunks away worse comes to worse i will have to device the power stations up to 4 smaller power stations across the map. however this will make power distribution a little more tricky as their may be more players in one area compared to another area so i would prefer to build one big station instead previously i had some 30 windmills on a hill in the middle of the map and people were crashing so im hoping this location will be far away from the majority of flight paths and if people know it's here and they know they have a bad PC hopefully they will avoid it
  5. so i could do an inefficient solar only power station and it would work for the most part. the only thing that kind of sucks about it is that allot of power is lost during morning an evenings. basically any time the solar panels aren't outputting 50 power each the system will be running on batteries, which means I may end up getting battery capacity issues depending on how much load is on the system at night time during mornings and evenings solar panels start at 0 and slowly rise to 50 power throughout the day all that power would be lost with this setup
  6. im trying to power everyone on the map that wants it lol. it's just a hobby thing/ something to do to be honest and everyone gets like 200 free power each woot! and yeah i agree having too many windmills is the problem that's why i want to do solar they are so much more lag friendly as far as i can tell. no moving parts etc but that's the problem. i can't do a solar system large enough with the current rust mechanics
  7. i think having an event light maybe once per week where we have a blood moon. and a hoard of zombies roaming around the land might be kind of cool. even if their were just packs of zombies running around the road etc something to give us a bit more challenge/ something to do. it would be cool to se heavily armoured zombies that can run fast as well. maybe a chance to get good loot? similar to the heavily armoured scientists.
  8. I have been playing around with the idea of power distribution in rust and i can do it with windmills. but as far as i can tell they are not very lag friendly. i could do the same thing with solar panels/ batteries but it's hard to design a good. power efficient system without coming up against the max depth error from root combiners. i can actually half get it working by tricking the root combiners into thinking theirs not 15 things placed behind them. infect having 15 of them in a row is actually not the issue. the problem is the root combiners checking for connections behind batteries if it is possible to remove the root combiner limit OR to stop the root combiners from checking connections behind batteries that would be amazing. honestly i think this is how they should work to begin with, if the rout combiners check behind batteries they count. the battery. all your splitters. your charging circuit. all the rout combiners connected to the solar panels. and the solar panels themselves. the other option i have found is a mod that lets you connect any component to a root combiner. this would allow me to design a better charging circuit that would also fix the current issue https://umod.org/plugins/better-root-combiners if I can combine power at the very end of the circuit I can then block input from the batteries during the day to charge them up. while also connecting solar panels directly to the battery meaning less connections in the line this should fix the issue as well I play on the AU server as well. I understand that installing a mod like this would most likely take time. but if you have a test server i would be happy to jump on a create the problem/ play around with the idea. stress test the mod to make sure it is stable etc I have attached 3 pictures the first one is the current design for solar if windmills are also hooked up their power is lost during the night unfortunately. it has a root combiner depth of 15 meaning it cannot be upscaled any further the second picture is the design I could with this mod by dedicating solar panels to charge batteries I can eliminate the need for splitters, and since i can combine power after the battery controller I can just charge batteries directly letting me divide the branches more efficiently. this design has a max depth of 8 meaning it can be upscaled for more power output. power from windmills is also not lost at night-time it will continue to power the grid the third picture is currently possible in game however it abuses the fact that windmills just send out power all the time and can be only done with windmills. I don't really see this design for a power station to be reasonable as it will cause allot of lag for players near the station and requires allot of twig pillars to be built which is another lag causer it has a root depth of 4 so theirs allot of expandability.
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