Power switch on buildings

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DeLof
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Power switch on buildings

Post by DeLof »

I would like to see a power switch option on buildings (maybe even inserters) that use electric power.

I can think of 2 settings:
1. by default always produce when power is available (that is how it currently is)
2. run only during daytime when my solar panels produce excess power

For example I build multiple radar buildings. They use a lot of electric power. I would use the 2nd option to operate these buildings only during daytime when my solar panels produce (excess) power and automatically switch them off during nighttime.

This could possibly be combined with a ranking system for buildingtypes and single buildings to give them a preference in times of power shortage so your most valuable buildings (eg laser turrets) get power-preference over other buildings.

Coolthulhu
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Re: Power switch on buildings

Post by Coolthulhu »

Proposed multiple times and will probably be a part of energy network rework (with limited transfer wires/poles).

Currently you can imitate this behavior with accumulator. Place 2 disconnected poles that both share an accumulator, place radar under one pole, connect other to energy network - the result is radar only getting energy when accumulators are getting charged (lower priority than most buildings).

slay_mithos
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Re: Power switch on buildings

Post by slay_mithos »

I would prefer to have those triggers on poles, rather than buildings, it would integrate with mods much better, in my opinion.

Maybe connected to transformed solar panels, to check the light level.

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ssilk
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Re: Power switch on buildings

Post by ssilk »

My tip: Why should an electrical pole be called "substation"?
https://forums.factorio.com/wiki/inde ... Substation
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