Want to know more about automation and signals? kzbin.info/www/bejne/l2Gmenh6gZ2YqpI Missed a episode? Check the playlist here: kzbin.info/aero/PLnIE0W-m629e9n-cTT_BZPO4YZGjuIc_g Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays or Become a KZbin Member
@Pauel3312 Жыл бұрын
Hey JD, just wanted to add that because you are in 2 dimensions, twice the range for a power pole does not mean you need half as much power poles, but that you need the square root of what you previously had.
@JDPlays Жыл бұрын
This is true your right
@Koh-Wei-Jian Жыл бұрын
I thought it would be 'a quarter' ?
@Anson_AKB Жыл бұрын
@@Koh-Wei-Jian yes, half as many along each axis, X and Y, for a quarter in total, if they are built in a grid. but there also are a few "but"s or details to consider : two such power extensions also connect when their ranges touch each other so that you don't need to build them at maximum range (eg 8 for the smaller ones) but with a gap of 16 (if you only want to establish "some" permanent connection to far away places), or on a 13x13 grid (if you want to fully cover everything in the area). those 13x13 will need 9 poles for an area of 39x39 while the 8x8 would require 25 poles and the 16x16 still something like 6 or 7. of course they no longer will be built using the power/logistics network when construction sites are too far away, which can easily be fixed by temporarily sending a bot that has the internal extension module and thus connects the site with the main network until the construction bots have started traveling to the site (they continue doing that delivery even when that "power bridge" no longer exists and/or they run out of power). i even made a special bot (with such a module, or a small power extension component) that searches construction sites and moves to them (no behavior needed; just connect a radar to the "goto" parameter) and that will move on to the next automatically when one is done. ps: later research gives power extensions over a larger range, for a grid of maybe 22x22 or 23x23, but i chose a 20x20 grid because that is easier to setup (coordinates every 20 tiles instead of 22,44,66,88,120,144,etc) and also allows for more tolerances eg when an extension pole would be blocked on a steep cliff, a not yet harvested resource, or similar.
@Anson_AKB Жыл бұрын
they have tuned power production "a bit" : - most (or all?) newly made bots now have by default a "Hi-grade Capacitor" as a fixed internal component, with 10000/250/2000 (storage/drain/charge) - internal capacitor has 4000/100/800 - small battery has 30000/150/150 - medium capacitor has 50000/1250/10000 - medium battery has 100000/500/500 - a (very late) large battery has 1M/5k/5k - crystal power generation provides 150 (only when needed!) and has 6000 storage - transmitters transfer up to 100 to any target - wind produces 50/100 (medium) or 200/400 (large) - solar produces 50/0 (small) or 300/100 (medium) - internal power cell produces 500 (that's the one in the starting base) - others (at least those that i have researched) produce 1000
@STARCL1P Жыл бұрын
The last time JD returned my like, it has obviously been used in some sort of destruction derby
@JDPlays Жыл бұрын
Want to know more about automation and signals? kzbin.info/www/bejne/l2Gmenh6gZ2YqpI Missed a episode? Check the playlist here: kzbin.info/aero/PLnIE0W-m629e9n-cTT_BZPO4YZGjuIc_g Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays JDPlaysLove or Become a KZbin Member kzbin.infojoin JDPlaysWave
@dingocyber Жыл бұрын
This game continues to be gorgeous.
@RigItRay Жыл бұрын
Good to know how to keep the lights on
@TheBestKees Жыл бұрын
Helpfull as always, only thing left is adding the JD tutorial button in games like this. Good job.
@hyperbyte2 Жыл бұрын
Another 🎉 for the beats
@SilortheBlade Жыл бұрын
Going through the playlist now. I hope you show how to tell the stupid bots to full load a production building, and not just the amount to build 1 unit.
@jbcord Жыл бұрын
Mining, most important necessity in my opinion
@michelguenette8998 Жыл бұрын
A nice follow-up video to the other one about signals and automation. Will you try to smooth out the power flow, when you have those different cut-off points for when the small capacitor, the battery, and the medium capacitor kick in? Might you go for a mix of them in your power network? I know that you said the medium capacitor is not worth it, but could you have a reason if, say, a bug attack takes out a few of your power generators? You could find yourself holding onto a lot of power, but you do not have bandwidth necessary to dump it fast enough into your remaining infrastructure. I have not asked the question before. What is the reason for some areas of terrain not getting paved over with tiles? Was there something in those spots earlier? Is the terrain too 'rough' to allow for tiles to be placed? I am asking the question, because it could impact the density with which you can cover a plateau with wind turbines. And, speaking of wind turbines, is there a visual 'hint' as to how much power you can expect to generate 'before' the component is placed? I am thinking of Reshaping Mars, where the heat map of the terrain gave you the percentage of the expected output. Is there something similar in this game? Do you want to avoid the 'slopes' that allow you to climb up on top of the plateaus? I guess that we will need to wait for the wiki to be created, but a resources versus Watt ratio might demonstrate how upgrading your power network to be more efficient is better in the long run of the game. I will keep an eye out for the next video in the series.
@JDPlays Жыл бұрын
No there is no visual indicator of if its on a plateau or not, and yes there are gaps in the flooring because the game wont let me carpet that spot, I would guess its either 'do dads' or the terrain is very rough
@Anson_AKB Жыл бұрын
if detailed view (one of the icons at the minimap) is switched on, you can see with normal/yellow/red markings where something can be built. Having foundations only improves the speed of bots but has no influence on where you can build (it only might show what you already would see in the view with "cursor grid on", that you can't build at some place) all info about solar and wind power generation is already available in the tooltip: just two values whether on plateau or not, and two values whether day or night. no gradient or changes of wind and solar because of other changing parameters. btw: except for some temporary outpost, i only use big wind turbines on top of a plateau in one compact safe space and let them power my entire base, with almost no buffered power needed anywhere. And (much?) later _(little spoiler ahead)_ ... ... there will be direct power transmission to specifically selected units/bots (eg groups of offgrid miners) and other/better power generation too ...
@michaeldavis8549 Жыл бұрын
⚡⚡⚡ nice tutorial on the power. Too bad for all the rain ☔
@kazrazin5508 Жыл бұрын
Mining plz as I'll need the stuffs before I need to move the things.
@MatthewGP Жыл бұрын
Witty comment!
@matteocdt5214 Жыл бұрын
where COI?
@JDPlays Жыл бұрын
Its already out for #EarlyAccess for supporters, otherwise its out tomorrow
@matteocdt5214 Жыл бұрын
@@JDPlays ah good. just making sure you didn't retire the series
@MenricJJones Жыл бұрын
@Misimpa Жыл бұрын
First of all, logistics. The game is difficult to automate, if you do not know what and how to do, what kind of automation the developers intended.
@Karma-Code Жыл бұрын
can anyone explain why my power is red even though I am producing more than enough?
@Anson_AKB Жыл бұрын
there might be separate power networks that don't touch each other. then one network has all the power producers while the other barely has any and stays red. Just hover the power display at the top left of the UI and you can see the statistics for the biggest networks. watch out where you are pointing or where a selected bot or building is while doing that.