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Re: Electric energy

Posted: Wed Feb 18, 2015 2:44 pm
by albatrosv13
deleted

Re: FREQUENTLY SUGGESTED IDEAS

Posted: Sat May 23, 2015 5:42 pm
by Christopherboy
What about a non-portable Fusion reactor for power it would use water and electrolyse it for hydrogen and oxygen meaning power from water.To balance this I think to craft it you will need like 100 alien artifacts.Also what would be nice would be the oxygen being produced reduces pollution! :D
I would love if this was implemented. :)

Christopherboy :P

Re: Electric energy

Posted: Sat May 23, 2015 7:00 pm
by MagicLegend
albatrosv13 wrote:Better solar and wind mills, that's what i'm asking for. Researchable upgrades for solar panels - 10% bonus(lvl 1) + 10% bonus(lvl 2) and so on. Or installing modules on those solar panels? Also, the solar production could be more like this - https://en.wikipedia.org/wiki/File:Germ ... 6-2012.png
That means maximum production for shorter time. The 0% production, of course, would be lengthier in time. Of course, that's real life'er, not gameplay wise stuff.
And last but not least - solar fluctuation + possibility to choose solar strength in the beginning of the game. That means, of course, some cpu usage, so... yeah... But I'm just brainstorming here.
Wind mills - again, start terrible, but researchable % upgrades. Very disliked by future flying aliens(idea :mrgreen: )
Upgradable accumulators?
Very easy to implement(especially the solar panel research) - also, must be late-mid/early-late game for considerable period of oil usage.

Hard to implement - Hydro power. Rivers needed. It would be cool, though - regional bonuses.

Congrats on doing the accumulator and oil stuff. Very nice additions.
Dytech Power. Wait for the upcoming update for small and large solar panels.

The devs could create something like the solar strength, although I don't see the benefit...

~ML

Re: Electric energy

Posted: Sun May 24, 2015 2:48 am
by bobingabout
Definitely need those wind turbines. we already have wind in the game too.

Re: Electric energy

Posted: Mon May 25, 2015 7:05 pm
by MagicLegend
bobingabout wrote:Definitely need those wind turbines. we already have wind in the game too.
Yeah, but does it vary in speed?

Re: Electric energy

Posted: Tue May 26, 2015 4:54 am
by UberWaffe
MagicLegend wrote:Yeah, but does it vary in speed?
It does vary in direction, so the wind turbines could always produce power based on how close to perpendicular the wind is to the windmill direction.

Re: Electric energy

Posted: Tue May 26, 2015 7:00 am
by MagicLegend
UberWaffe wrote:
MagicLegend wrote:Yeah, but does it vary in speed?
It does vary in direction, so the wind turbines could always produce power based on how close to perpendicular the wind is to the windmill direction.
I know that. But, in the real world the turbines aren't fixed to a 90 degree angle.

I guess you could give a fixed amount of energy from them...

~ML

Re: Electric energy

Posted: Fri May 29, 2015 12:55 pm
by bobingabout
fairly sure it does vary, there are commands that can change the wind speed and direction.

Re: Electric energy

Posted: Sat Jun 06, 2015 2:45 pm
by SirRichie
I do like the idea of wind energy, depending on wind direction and speed.
However, I think we should ask ourselves how wind energy would differ from solar energy + accumulators.
Of course, there is also wind during the night, so that is obvious. The question then is, why would I ever build solar panels anymore, if I can have green energy also during the night. Maybe effectiveness decreases when multiple generators are placed too close to each other? Maybe it is much less effective (then why would I ever build wind generators...).
I think that there should be clear advantages and disadvantages for using wind energy, without any of them making it obviously superior or inferior to solar energy.

Re: Electric energy

Posted: Sun Jun 07, 2015 11:49 am
by MagicLegend
I know a real disadvantage, I know that Dysoch is using the wind to determine where the capsule effects should be heading to, and he changes the wind speed every 5 seconds :)

It would totally break some stuff from Dytech :P

~ML

Re: Electric energy

Posted: Sun Jun 07, 2015 2:10 pm
by Klonan
MagicLegend wrote:I know a real disadvantage, I know that Dysoch is using the wind to determine where the capsule effects should be heading to, and he changes the wind speed every 5 seconds :)

It would totally break some stuff from Dytech :P
I don't really think its helpful in the Development proposals to talk about how a change might affect a mod or mods, it is better to focus on the idea being talked about.



I think wind power would be super cool, of course it would have to be distinct in its operation from the solar panels, with different power distributions over time and with varying factors.

Maybe implementing some 'clouds' during the day time to affect solar power production would make the difference between solar and wind power more notable, and lead people to use both for their respective advantages.

Re: Electric energy

Posted: Wed Jun 10, 2015 10:52 pm
by bobucles
Clouds might not be difficult to implement using chunk logic. Anyone who has been outside is familiar with the effects of major cloud formations on the ground. Often the light change is gradual as the cloud density increases towards the middle, but cumulonimbus clouds can make very sharp edges of light and dark. Rarely are multiple cloud types present, so you can have large blobs of gradual light/dark, or small chunks of severe light change. Clouds can also move slowly or quickly depending on the weather.

Full cloud cover doesn't completely block sunlight, but can hurt solar efficiency a lot. As it stands battery power is incredibly short lived, so it only takes one cloudy day to ruin a solar grid. A cloudy week can be a disaster if the player is not prepared.

Re: Electric energy

Posted: Thu Jun 11, 2015 5:48 pm
by bobingabout
A mod changing the wind direction and speed once per 5 seconds is probably a poorly implemented mod. UNLESS this is to make the variation of the wind more realistic, due to the function being missing from base game.

if it was added in basegame, it should be removed from DyTech.

Re: Electric energy

Posted: Fri Jun 12, 2015 1:08 am
by Goldern
So, what about electric poles without auto-connecting wires?
I mean, we do start with the copper wire recipe, and it would be very useful for some situations where lots of poles need to be nearby.

Re: Electric energy

Posted: Wed Jul 01, 2015 4:19 pm
by wwdragon
Well I just got this fun game, so here's my two cents.... :-)

Accumulators makes the game a LOT easier at night. yay!

Processing OIl to fuel and burning it for more effecient energy generation through steam engines is a great idea (yeah buildcraft is really nice).
Only do not want, if we HAVE to use a completely different engine setup; I wouldn't mind piping fuel to the burners, but having to replace all the steam engines AND the coal burners is very wasteful.
We have nothing to do with stone & steel furnaces later in the game and no way to break them down; I really dislike just leaving them in a chest setup for abandoned technology.

Wing generators is a good idea, because they'd work at night, as well as day and should be very cheap to build (just some iron & gears probably).

Clean nuclear is a good idea (heh IC2); however I don't want any radioactive waste crap poluting the game world.
If there is waste, there's gotta be methods to recycle or destroy it safely!

Re: Electric energy

Posted: Thu Jul 02, 2015 9:36 am
by MagicLegend
wwdragon wrote:Clean nuclear is a good idea (heh IC2); however I don't want any radioactive waste crap poluting the game world.
If there is waste, there's gotta be methods to recycle or destroy it safely!
Is there a way to recycle or destroy nuclear waste in the real world? No, at least not a good one. Since Factorio should be as realistic as possible, there should be no real way to get rid of the nuclear waste...

~ML

Re: Electric energy

Posted: Thu Jul 02, 2015 12:52 pm
by kronon
There exists an option to get rid of radio active wast, just search for TerraPower or "MIT Develops Meltdown-Proof, Nuclear Waste-Eating Reactor".
The end product is less radio active then a lot of cities are at the moment (radio activity is all around us).

100% clean power.

Re: Electric energy

Posted: Fri Jul 03, 2015 5:45 am
by ssilk
There is no 100% clean nuclear power ever.

Re: Electric energy

Posted: Fri Jul 03, 2015 9:21 am
by MagicLegend
ssilk wrote:There is no 100% clean nuclear power ever.
+1

Nuclear fusion tho.......

Re: Electric energy

Posted: Fri Jul 03, 2015 9:26 am
by oLaudix
ssilk wrote:There is no 100% clean nuclear power ever.
Not now. But we must remember game is set up in cosmos era. There may be processes to get rid of nuclear waste in the future. (radiation "eating" fungi: http://www.scienceagogo.com/news/200704 ... _sys.shtml)