I was using one of my old HV laser drills and the generator took damage and then exploded. At this point I don't like any of your Idiotic new "features". I just want to turn this trash off. Items taking damage from use.... I DO NOT WANT!!!!!! Is this game is trying to go bankrupt and collect insurance money. Having to micro manage absolutely everything, just drives most players away. This game is simply not fun any more. I am so mad right now I am shaking.
Not that I know of, but it would be a good option to have. I think a lot of ships will need to be redesigned a bit to account for the new balancing and such however. And it's probably not the last time a change will require some redesigns.
I get that you hate the need to micro manage everything but come on, that a generator get's damage when it runs on overpower for some time is reasonable. Just put more generators into your vessels. What is wrong about using as much generators as the item values demand? You also don't expect that your oven works when you connect it to a mobile charger do you? For me this is something I missed for a long time as till Alpha12 the use of appropiate generators was just something to make the little engineer inside yourself happy. I just wish there was a control that allows us to choose between an overpowering generator or a structure with less device efficiency (We have that other thing at CPU so it should be possible.) That's a good thing, those statistically underpowered structures are ridicilous and make my inner engineer to shake its head.
there is no way to switch it of...except adding the appropriate amount of generators. (Currently there is no plan to give this as a gamestart setting)
Unfortunately, after around 1000 years, mankind has lost the knowledge of how to build surge protection devices to protect the generators.
I wouldn't mind this feature *IF* there was a simple way to see the sum total peak of all possibly required power - ie a 'Peak Consumption' value in power statistics. Instead, this seems to be deliberately designed and implemented specifically to just piss people off instead of meaningfully adding to game play and ship design.
I doubt it was in any way intended to irritate anyone. This is just the first pass at this in an experimental build. Offer solutions you think would be more suitable. Is there currently any way to see what power will be used prior to powering on the vehicle?
LOL Why it happens in real life! Daughter had a mate come over to wire up our new stove we had gotten. Bloke pulls the old one, looking at the old wiring. Moved the new one in place double checked and then wired in the new one. He had me go turn power back on to the house at the fuse box and said "All that can happen is we have sparks!" I flipped the main breaker and the 30 am fuse wire burned in a flash with sparks and all. I stand there shacking my head yelling out it blew the fuse (old house) So the bloke laughs, checks the schematics, swaps two wires. Goes out and puts two 15 amp fuse wires in the 30 amp fuse block and turns it back on. In the end it all worked.
Well...you could perhaps maybe try editing the config file and increasing the amount of power the generators could put out... EnergyOut is the entry you are looking for. Put a 1 in front of the current number and give it a try.
It could operate like your house when a surge protector switches stuff off, suddenly devices are turned off on a circuit. Or if the surge is big enough it might explode everything anyway AND turn stuff off AND set the rest of your stuff ON FIRE
Kronoss, common man, this feature, like thruster damage, has been telegraphed as a "for sure" addition to the game for YEARS. I know you have been playing this game for long enough that you knew that. For everyone new here, "thruster damage" means that if you place blocks in front of the "output" side of the thruster, they will take damage and eventually be destroyed. So keep your thrusters from being embedded and do not place blocks in front of the output. That will help keep your BP's relevant. Lets be honest with ourselves, it does not seem like that at all. This is a more than reasonable addition and the p-gens output stupendously huge amounts of power with very little down-side, so there is really no excuse to make an assertion that this feature "is there to deliberately piss people off." Please do not warrentlessly feed peoples anger.
There are so many ways they could have handled this, but no - the choice was about the most disruptive they could think of - instant damage if a spike should occur.
bad feature +1 pls remove. When there is not enough power some devices dont work, thats the proper solution.
Haha! I hear those who have it your Way crying: "ELEON! Please fix!" No. That feature should Stay. Learn to energize your Builds properly. Btw., what happens in Real Life if you running a Reactor on 105%...BOOM!
Well, in real life we factor safety systems into our power ratings for a reason. We wouldn't generally go over 100% because that is typically the absolute max it can attain anyways. In cases where a power source can be pushed over 100% in real life we would typically shut it down before it started a meltdown or damaged itself. Honestly in my opinion the developers should have never allowed generators to go over 100% in the first place. They have a max output for a reason. Systems should have just shut down if there isn't enough generation in the first place. We also typically would install fuse breakers and voltage regulators in real life, so..... Sorry, I couldn't help it. Lol. I don't completely hate the mechanic but it's not the best solution either.
We run our generators on nuclear fuel and like any nuclear-based generator, they produce heat. The hotter they are, the more power they produce. But the casing can only get so hot before it melts and ruins the whole thing. When you exceed 100% safe power capacity, you don't run out of power, this isn't a battery, it's a portable nuclear reactor it gets hotter to meet the power demand. Realistically, there would be a safety system in place to shut down the generator before it melted down and we may get one in future. But it's highly unlikely that some systems would simply not work since there's no way for the game to decide which devices work and how many without severe performance issues from checking constantly.
Simple, shut the whole system entirely down if there isn't enough generation. No need to pick and choose. It would be nice but not necessary either. That would mean you had to worry about protecting your generators even more because if you didn't have redundancies and too many got taken out everything just goes down. Overloaded the breaker and shut down, or more accurately demand exceeded the generation and the generators shut down.