I used to get 50+ hours of power, logged today after the update and I have about 9.x of power now left after a fill-up what the heck? Is that just me? Is there some reset or something to fix that?
I put a Sensor over the Transporter that detects when you are on it. ( A single wide beam down). Then use signal logic to switch the Transporter on only when the Sensor is active. This saves lots of power.
Should check again a couple of versions back the Sensor wouldn't turn off the transporter when you teleport out. Leaving it to drain power from the base or cv. Maybe this was fixed.
Ok, so I've done a test. Results: So I created a base with a Large Generator & Fuel Tank (T1), the small one. Also put in a Transporter with a Sensor above it, switched Off. Base just running for 5 mins, used 1 fuel. Base running with Transporter ON for 5 mins, used 1,022 fuel. Transported to Orbital Trading Station and instantly transported back, used 116 fuel Transported to Orbital Trading Station, waited 5 mins and transported back, used 1,125 fuel Looks like the Sensor still doesn't turn off.
Yeah that's what happen to me. Only I lost all my plants Guess I stayed too long as my base was on a snow planet. Think it has to do with the fact your no longer in the playfield and the sensor hasn't been triggered because it didn't see you leave. Just a guess on my part.
Yeah you still can't use a sensor to automatically turn the teleporter off when you teleport in single player. It functions normally in multiplayer but not in single player mode. This is likely because the playfield shuts down too fast in single player and it never has a chance to trigger. So then once you return it calculates fuel used as if the teleporter has been active the whole time. It really sucks and the only thing you can do about it in SP is to modify the config file to lower the power draw of the teleporters. It's either that or just accept the giant waste of fuel. Well, I suppose you could also just make a separate micro base just for the teleporter and only put in 1 fuel pack so as to not waste your entire fuel tank. I chose to just modify the config.
In Empyrion\Content\Configuration\BlocksConfig.ecf : -Line 18 306 : { +Block Id: 1315, Name: TeleporterCV Somewhere below : EnergyIn: 6000, type: int, display: true, formatter: Watt -Line 19 072 : { +Block Id: 1377, Name: TeleporterBA Somewhere below : EnergyIn: 12000, type: int, display: true, formatter: Watt
I wonder if you can use delay logic instead of on/off... It would give you... let's say five seconds of power before the teleport turns off.
I was thinking this, but as @RazzleWin has stated, the Teleporter playfield is no longer loaded as soon as you teleport. So the Sensor counter will stop.