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🔩 Add (plastanium) diode #964
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This is a really good idea, and would definitely solve the downward spiral caused by relying on impact reactors. |
Diode keeps one-way equalizing while the sending graph has batteries that are ¬ yet fully filled.
current caveats (yea working on it)
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I thought surge is the one with electric based theme. |
A proposed sprite change: Yes, this doesn't blend in with the walls as much, but the original plastanium base really sticks out like a sore thumb in the build menu and in contexts where no plastanium is around. I think it should have the same gray background as all the other power blocks. Also, the original diode sprite was too detailed for the style, so I replaced it with a simple arrow design. (added the diode sprite to the base block to simply things) |
psa resuming progress on this likely sometime tomorrow 🌑 |
Hmm, i may or may not have messed up the (unused) left and right methods 🤔 |
# Conflicts: # core/assets/sprites/block_colors.png # core/assets/sprites/sprites.atlas # core/assets/sprites/sprites.png # core/assets/sprites/sprites3.png # core/assets/sprites/sprites5.png
How about chaning the sprite to an "active" version, so it's visible when power get's transfered into another network? |
It wouldn't be difficult to tint the diode sprite depending on flow rate - but I think that's outside the scope of this PR. |
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Probably because i edit textures upwards and all the assets are rotated clockwise 😅 |
Tech tree wise: would this be available prior to thorium? I’ve failed the salt flats scenario a few times now, mostly because of power failure. The power failure comes from over demand starving the water pumps and coal drills that feed the combustion generators. The plastanium diode looks like a solution to this. I definitely think there should be a tutorial scenario (or some well written text) describing how to use it in game. Not everyone will see this PR. |
The naming is insanely confusing as this is not how a real diode actually works. I had to come here just to work out why it behaves the way it does. |
A possible implementation for this suggestion by @constatinus (and many others)
functionality
This pull adds an insulated diode block, that (currently) forwards power (50% of the difference) from one battery to another if the power within
from
is greater than theto
battery, a large battery can fully fill both small and large batteries, but small batteries will only fill large batteries to4k
.example 1
Below is an example of an
impact reactor
that will not shut down if the "outside network"'s power turns negative, since the battery inside the walls will only store/transmit "excess" energy, thus it will always have just enough power to stay running, but it will export all that it won't need.example 2
Below is an example of high energy usage machines/parts of your base that you would only want to run if there is enough spare power for it.
thoughts
plastanium
border color to signify its insulated property, which fits nice with the existing power insulation walls, to signify & prevent accidental connections through a possibly one wide gap.entity.sleep()
correctly here, it would make some sense to not constantly check for batteries until a proximity update has been found.Block
since that was the first place i found that had rotation support, though it should probably be moved to a power block type.🥔