Overload Protection | Barotrauma Sub Editor Tutorial

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  • เผยแพร่เมื่อ 4 พ.ย. 2024

ความคิดเห็น • 101

  • @jackcasebolt1985
    @jackcasebolt1985 3 ปีที่แล้ว +35

    yo i love how you started putting in these little skits before the tutorial. keep up the great work :)

  • @dimiteatree
    @dimiteatree 3 ปีที่แล้ว +41

    Thank you so much! I've been working on making a one-human submarine, and while I don't want to cheat by making my devices invincible, I still don't want them to break every 2 seconds.

    • @cdgonepotatoes4219
      @cdgonepotatoes4219 ปีที่แล้ว

      You could alternatively go heavy on batteries and make an undersized reactor. If the maximum your reactor can produce is less than 60% of your average draw and the rest of it is supplied by the batteries, the power grid is incredibly stable. Being solo means you'll also take things slower, meaning there are times of calm when the batteries can recharge and you can undervolt massively the oxygen generator which is the main energy leech on idle.

  • @RenTheFen
    @RenTheFen 2 ปีที่แล้ว +5

    finally now my junction compartment won't burst into flames that easily, very epic tutorial

  • @magicman99111
    @magicman99111 3 ปีที่แล้ว +67

    Oh thank God I've been looking for these kind of tutorials. Trying to make a mostly automated large ship for my friends based off a carnival cruise ship. We wanna focus more on the being stupid and role-playing aspect so this is super helpful

    • @engeerror8161
      @engeerror8161 2 ปีที่แล้ว +1

      Controling reactor is a part of rp too

    • @Name-nw9uj
      @Name-nw9uj 2 ปีที่แล้ว +8

      @@engeerror8161 because standing still and moving a slider back in forth is fun and engaging

    • @cyberdiver7076
      @cyberdiver7076 2 ปีที่แล้ว +2

      You saying 4 uranium fuel rods is not funny?

    • @filipbitala2624
      @filipbitala2624 ปีที่แล้ว

      @@Name-nw9ujWell role playing in itself isnt, you can have automated reactor, automated moving and docking, automated water drainage and automated repairs, then what is fun and engaging when you end up with nothing to do

    • @cdgonepotatoes4219
      @cdgonepotatoes4219 ปีที่แล้ว

      ​​​​​@@filipbitala2624 not like it plays the game for you, just makes the grid a bit more reliable so more space is left for some banter between friends, otherwise I know what happens: in less than 5 minutes, the main junction box breaks and there's a blackout, the reactor possibly overheats as there's no load on it anymore so it sets on fire, all because you wanted to sit around for a moment.
      The times at which things wear out are skewed towards pure gameplay while roleplay needs a longer time window to happen.
      Everyone wants a different experience out of Barotrauma and the game offers the tools to obtain it, I really don't see any reason to be critical of what other people want unless YOU are directly affected, joining a session with such modified reactor as an engineer and finding yourself twiddling your thumbs in the wait between encounters because you don't want to get comfy with the randos in the session.
      I think a good compromise would be a sort of low-tech sub relying on its battery, where the reactor is set-and-forget but low-powered and you have to manage a limited resource so you're constantly touching how much power the capacitors, pumps and engine get, or you could just keep low power everything when you want to calm down. (It's also more fun to announce "all power to the engines!" as a captain).

  • @dr4ven410
    @dr4ven410 3 ปีที่แล้ว +8

    Thanks for the video, my submarine was a barbacue before this!

  • @Rin8Kin
    @Rin8Kin ปีที่แล้ว +13

    1) X/10000*100 = X/100 (X stands for load value)
    So you only need 1 math and 1 memory block.
    2) In current version it's not X/100, but X/50 (or X*10000/200 if you want to follow the video exactly).
    3) It's not working with auto mode turned on anymore. (Or at least does not do anything noticeable).
    With MANUAL mode though it actually works better then Auto mode.
    4) You'll need to connect the result output to fission rate as well to prevent reactor overheating.
    (Most likely there is a better way to calculate it, but even like that it works without overheats or heavy power drops)

    • @hubatch2823
      @hubatch2823 3 หลายเดือนก่อน

      and will this formula work with upgrading your sub while in game?

    • @Ad___Astra
      @Ad___Astra หลายเดือนก่อน

      i m new on sub editing and i don't understand a shit at what you said. Where do you put your points 1 and 2 values ?? wich " only " 1 math are you talking about ?

    • @BoopleSnoot-u5b
      @BoopleSnoot-u5b 20 วันที่ผ่านมา

      @@Ad___Astra 1 math block is division one (X/100) Basically its for scaling the overcharged reactor down

  • @indraua
    @indraua 2 ปีที่แล้ว +6

    Looks very good, I tried 5-component (as this but also with managing fission rate), but idea to use only turbine output controlling with default reactor automation for fissionrate looks interesting. Will try!

    • @vixshire3672
      @vixshire3672 2 ปีที่แล้ว +1

      I’m curious if you could make the engineer totally obsolete with proper assembly

  • @TheDashACorner
    @TheDashACorner 2 ปีที่แล้ว +24

    Never use this without an overheat protection.
    When you get a sudden drop of 2-4 MW it reduces the Turbine very fast but the fission will not be as fast down. So it will overheat dramatically.
    Use the Heat output (1) of the Reactor and use a "Bigger as" component with a memory component(2) (Value: 6500). Then get the exit of the "Bigger as" component to the input of the "set fission rate". Make the True output 1 and blank the False output. Done. Never overheat anymore.

    • @TheDashACorner
      @TheDashACorner 2 ปีที่แล้ว +6

      @@donteanka6196 I learned a lot about those components and controllers since I made that comment. I control the temperature of the reactor now depending on the % output of the reactor. 100% output = 5500°C. 10% output = 550°C. Use a Greater component with True 100 and False 0. For Input ONE(1) I get the Turbine% setting from the turbine controller and multiply it by 55 (with a multiply and memory component). Input TWO(2) will be from the Reactor Heat output. With that the fission rate will automatically jump between 0 and 100 to reach the temperature needed for the turbine setting. In testing I found out that with this setup you use less fuel rods for the same power output. You could optimize it more to do use a multiplier of 54, 53 or even 52. But if you use the max output of the reactor regularly 55 is a safe value to get full power. This of course doesn't work correctly with very low loads.
      Sidenote: Automatic Reactor "Shutdown" when docked. You can use a SGN component to change the output of the Greater component depending on the state of your docking hatch. So SGN output in input THREE(3) of the Greater component. SGN Values are 100, 0, 0 for true, false, targetsignal. For input of the SGN you take the output of the docking hatch. With that the fission rate will be set to 0 and thus no fuel will be consumed. You can use a Switch (the red/green switch) with toggle enabled (standard) and use it's output to the input that changes the targetsignal of the SGN. That way you can override the automatic shutdown in case you dock with an abandoned station. Red will be normal and Green would be "override active".
      The turbine controller is just a simplified version of the in the video. I only use a division and memory component. Input ONE(1) of the Division will be current Load from a junction Box and not from the Reactor Itself. In testing I found that it provides a faster reaction to loadchanges. Max Reactor output / 100 will be in the memory module on Input TWO(2).
      Last but not least you could add a real overload protection. Both our controllers try to set the turbine to the value needed. But the fastest change in turbine setting can only be done with extreme values like 100 and 0. Let's say we got a 10000 KW reactor. and we use 8000 KW. So the turbine is at 80. Now a heavy drop occurs to let's say 4000 KW. Now the turbine controller will just set the turbine to 40. It will take longer to reach 40 than it would take if the set the turbine to 0 temporarily until we reach 4000 KW. But in reality it is not worth it to build such an protection. Thing is overload is always calculated by power > load*2. So with our turbine controller and in my example no damage would occur. Why? because a drop from 8000 to 4000 isn't overload. with 8000 to 3500 it would overload for a second. The problem starts with low values. Like an instant drop from 2500 to 500. Which means a 5 times overload. But even with a real overload protection here it will damage the system heavily. So I stopped bothering with it and concentrated on better load balancers for batteries and supercondensators.
      My latest sub I created is all primary battery powered with an automation to connect the reactor to the main power grid if the load exceeds max battery output. That way I never have any overload anymore because when the load is very low only battery output is connected to the grid and battery output reacts insanely fast to load changes.
      P.S. I use EK and Performance Fix mods so I can't guarantee that it works without those mods exactly the same since both mods also seem to influence the behaviour of some mechanics for reactors. Noise generation for stealth modes as an example.

    • @TheDashACorner
      @TheDashACorner 2 ปีที่แล้ว +1

      @@donteanka6196 There are different solutions to this depending on the exact layout.
      Set the turbine rate to 0 when Batteries reach 98% charge. Set the turbine rate to 100 when Batteries are below 80%. So the reactor will pulse with 100% und thus will be extremely fuel efficient. So you don't set the turbine depending on the systems load. You run it depending on battery%. So you never need to lower the chargerate of the battery. You just cut off the reactor from the charge grid. Thus no overload ever :)
      Only in editor possible - Subs runs on Battery primarly with Reactor+: Now it gets "complicated". Well there are dozen of solutions but the simplest one is that the output of the batteries will be half of the reactor output. You make a logic that reads the load from a junction box and when it exceeds the max power output of the batteries you can switch a "cheated" relais that will now connect the reactor from the battery charge grid to the sub grid. The batteries will instantly lower their output. For example. Humpback simplified. 2mw in/out batteries. 4mw reactor.
      You charge the batteries depending on their cap% like in my first but with turbine set to 50 instead of 100. When the system needs more than 2mw you set the reactor turbine to 100 and connect the reactor to the grid directly. When that suddenly drops down the reactor will be cut off from the shipwide grid and now charge the batteries again with 4mw gradually going down to 2mw. But it isn't overload since 4mw is only double the chargerate of the batteries and overload only occurs when it's more than double the load. Usually you never have the situation where the batteries are full the moment when you had to directly connect the reactor to the grid. For safety you can set the cap% max @90 instead of 98.
      I hope that helped.

    • @TheDashACorner
      @TheDashACorner 2 ปีที่แล้ว

      @@donteanka6196 No problem! I have to clarify something. Setting the turbine to 100 only works if the Batteries can handle that load ... So set the turbine to whatever necessary so the batteries get enough charge.
      Next thing I wanted to test if I can purposely undervolt. Charging Batteries with 1200 instead of 2000 as example and if that will make the charging slower. This could result in an even higher efficiency if my theory works.
      To be honest IMHO the overload/undervolt system in barotrauma needs a serious rework. I think that the oxygen generator only takes 1mw as a standard so that they have a baseline load in the system. If you make a super efficient sub and try to make the oxygen generator going on and offline depending on oxygen levels you can easily go down to 200-300 kw. But with this you will have always overload problems. Since overload will always be >double the load. Having low load gives you very low tolerances. It feels kinda akward when 3500 kw to much don't do damage to your system but 300 kw to much will. I think something like a Condensator or Heater is needed that will only activate when overload is detected and will consume up to 500 kw overload. Then make the overload system let's say 1.2 times the load and not 2 times. This way a super efficient low power sub would be possible and extreme load spikes would create overload. But I digress.
      This game is awesome and the possibilities with components are endless. Happy building/crafting!
      Have a nice day.

    • @engeerror8161
      @engeerror8161 2 ปีที่แล้ว

      @@TheDashACorner you can use supercondensator for dis i think

    • @TheDashACorner
      @TheDashACorner 2 ปีที่แล้ว

      @@engeerror8161 Haven't played this game for weeks now. If nothing changed the electrical grid your idea doesn't work.

  • @OVER9000_YT
    @OVER9000_YT 2 ปีที่แล้ว +1

    Спасибо, товарищ за гайды по редактору.

  • @gaster8187
    @gaster8187 ปีที่แล้ว +1

    Дякую. Спробую у своїй компанії

  • @whither1098
    @whither1098 2 ปีที่แล้ว +2

    You are a legend dude

  • @ximarre5121
    @ximarre5121 3 ปีที่แล้ว

    Love you! Yestersay, I have checked for this video and now its only 2 minutes old

  • @yaboiminecraff
    @yaboiminecraff ปีที่แล้ว +1

    I am saving this video so I can do this with all my subs

    • @TheMaxCloud
      @TheMaxCloud ปีที่แล้ว

      sadly it seems this exact way of doing the thing doesnt work anymore.

  • @CargoCommando
    @CargoCommando 3 ปีที่แล้ว +2

    this entire fuckin video is like voodoo magik to a medic main like me but I still enjoyed it

  • @bobbycheeky3098
    @bobbycheeky3098 2 ปีที่แล้ว +1

    Perfect! Thank you!

  • @guesswho2778
    @guesswho2778 3 ปีที่แล้ว +2

    and here i was about to implement some complicated mess involving lots of greater thans and relay components to control how much power was going to the junction boxes

  • @rico-fs1cr
    @rico-fs1cr 3 ปีที่แล้ว +5

    I am a veteran player but I never thought of that. You should work as electrical engineer probably.

  • @ferikk92
    @ferikk92 3 ปีที่แล้ว +3

    Awesome stuff dude, I just got into the game with friends and we're going to design our own submarine. Your videos help alot

  • @tiberius8390
    @tiberius8390 3 ปีที่แล้ว +17

    This is super simple and works surprisingly well; to connect the actual load on the generator with the turbine setpoint and only 4 logic blocks to get the input signal right.
    Would a similar thing make sense for the reactor temperature and fission rate setpoint?

  • @blackwoodsecurity531
    @blackwoodsecurity531 ปีที่แล้ว +1

    those footsteps as the video started activated the neuron in my brain that fires off exclusively when "wellerman" starts playing. Send help

  • @psychkick666
    @psychkick666 ปีที่แล้ว +1

    Thank you, did this on my sub , tried to get fires and couldn't. Nice video, took me a while to understand the maths is done so load needed is equal to percentage of power supplied.

  • @walterrising4276
    @walterrising4276 ปีที่แล้ว +1

    I might as well link these if I ever get to making my own sub

  • @x8-_zion_-8x44
    @x8-_zion_-8x44 2 ปีที่แล้ว

    killer vid love the step by step.

  • @itzaleaf405
    @itzaleaf405 2 ปีที่แล้ว +7

    Does remind me of this odd design I heard of from a couple of engineers in game... one called it a 'bang bang' reactor. Where no matter how many rods you put it it just doesn't overload. It looks *wacky* in the reactor panel as the it drops down to zero then spikes back up over and over almost like the piston in a combustion engine... sadly I have zero clue how they even did it though.

    • @Svoroda
      @Svoroda 2 ปีที่แล้ว

      Would be interested as well

    • @kyosokutai
      @kyosokutai 2 ปีที่แล้ว

      Just look up "Magic Reactor Controller" on the game's workshop page, - it uses a RegEx component and a Greater value component

    • @cdgonepotatoes4219
      @cdgonepotatoes4219 ปีที่แล้ว

      I haven't yet looked at it, but maybe it works a bit like a thermostat: instead of working in an analogue manner like the automatic controller of the reactor emulates by gradually adjusting the turbine aperture and the reaction rate, you make the reactor work at a fixed speed and turn it on and off to keep the load within a certain window of the draw curve. Adding more rods simply means a faster duty cycle as more heat = more power = you reach the desired load faster.
      All this is to bypass the slow automatic controller.

    • @itzaleaf405
      @itzaleaf405 ปีที่แล้ว

      @@cdgonepotatoes4219 Yeah that does sound about right, if I remember it's also much more simple than much more precise reactors, but I think it might have also used up fuel faster though?

    • @cdgonepotatoes4219
      @cdgonepotatoes4219 ปีที่แล้ว

      @@itzaleaf405 Not unless there's a hidden stat that immediately drains some durability out of the rod every time at the moment of turning on the reactor, otherwise the only other reason why it would consume more fuel is because you can more reliably overclock- or overvolt, it really means the same -your grid by simply tweaking the thresholds at which the reactor starts and stops: if you want to overvolt it make sure it starts when the load is say -5% of the draw, and stops when it's +15%. I haven't actually looked at the thresholds of what components can sustain, just made an indicative example.

  • @enchanter1102
    @enchanter1102 3 ปีที่แล้ว +2

    I love how this is recent

  • @axoodle
    @axoodle ปีที่แล้ว

    reactor in thumbnail is blushing

  • @Frudu
    @Frudu ปีที่แล้ว +1

    Load* 1/Max output*100 => only one memory needed

  • @AlexSmith-jj9ul
    @AlexSmith-jj9ul ปีที่แล้ว

    You could reduce the number of components to a multiply and a memory component by multiplying the reactor output by 100.0001

  • @MisterEndzeit
    @MisterEndzeit 3 ปีที่แล้ว

    THX for this !

  • @Ribbons0121R121
    @Ribbons0121R121 9 หลายเดือนก่อน

    a more workabout way of doing it would be to put big stuff like engines on capacitors, which will throttle their energy spikes inately

  • @АрсенийГусев-я5д
    @АрсенийГусев-я5д 2 ปีที่แล้ว +1

    пасиба солнышко

  • @user-25352
    @user-25352 3 ปีที่แล้ว +3

    ok so I get basic idea. Make sure turbine never gives more power than system needs
    questions:
    1) Why you also multiply value by 100?
    2) How you ensure it eats not too much fuel for that?

    • @InitialDesu
      @InitialDesu  3 ปีที่แล้ว +3

      1) multiply by 100 because set_turbine_output receives value in percent
      2) this system don't touch fission rate so fuel consumption will be default

  • @BlazingImp77151
    @BlazingImp77151 4 หลายเดือนก่อน

    does this still work? and is it compatible with a reactor circuit (like the old bang bang ones)?

  • @FriedSoupRuS
    @FriedSoupRuS 2 ปีที่แล้ว

    А это можно совмещать с автоматикой на больше,память или поиске рег?

  • @Gebunator
    @Gebunator 3 ปีที่แล้ว +3

    This InitDesu guy? He gots some good stuff here.. But kids, remember.. Half of the fun in Barotrauma ARE the flaws of the submarine. If you got foolproof systems, full coverage of submarine's angles with guns, all the weapons, easy maintenance logists it CAN and will make games a little boring.
    NOW, since you can place detectors and components while in game.. Use this knowledge to improve crappy submarines!

    • @aarontheperson6867
      @aarontheperson6867 3 ปีที่แล้ว

      fr. an easy way to limit a sub is to put shitty gun placements. not too shitty, but to where the captain may need to maneuver the sub to hit certain targets. and thats all i know because i dont make subs haha

  • @speedkiller3026
    @speedkiller3026 2 ปีที่แล้ว

    is it still usable when you upgrade the reactor in campaign?

  • @OrangeJuice-ib9mu
    @OrangeJuice-ib9mu 2 ปีที่แล้ว

    Hi bro, idk if ull reply but i got a small problem and i dont know anythibg about wiring. The Humpback armoey door is easily openable with just a screwdriver and a wire. One of my crewmates figured it out. Is there any way of keeping it secure?

    • @InitialDesu
      @InitialDesu  2 ปีที่แล้ว +2

      In sub editor click on door, scroll to "Connection Panel" section and set it locked. This should help.

  • @ptrd4111
    @ptrd4111 หลายเดือนก่อน

    Malachite looking a little thin in this vid

  • @rosysummersky
    @rosysummersky 3 ปีที่แล้ว +1

    Is this somehow better than the 5 comp "standard" reactor controller or am I losing my mind lmao, it's late and I'm not sure if I'm understanding the way this works.

    • @JawBr
      @JawBr 3 ปีที่แล้ว

      From my testing 5 comp standard seems better and more responsive. But some times overload. And this one, underload almost everytime. It's a bit old this wiring so the new patch kinda of screwed this wiring I think

    • @Literaturenjoyerman
      @Literaturenjoyerman 3 ปีที่แล้ว +1

      Good link to a video with the five component? This setup does tend to low ball the the shit out of my grid

    • @JawBr
      @JawBr 3 ปีที่แล้ว

      Search in the workshop for DIY Reactor Controllers, there will be 3 reactor controllers with 4, 5 and 7 components.

    • @remypaquin7224
      @remypaquin7224 2 ปีที่แล้ว

      @@JawBr I've been using the 5 component one with awesome sucess in 2 sperate campaign but i tried to make my own modified ship (azimuth with an extra battery and gun a slightly bigeger reactor) and i always end up with radiation poisoning even tho i adjusted all the value to respect the new max power input

  • @DizzyCooperSarrosong
    @DizzyCooperSarrosong ปีที่แล้ว

    is there a way to make this work with the bang bang reactor set up. cus ive tryed wireing up the reactor so i can turn it on and off remotly but that makes the bang bang set up not work anymore

    • @TheWenzaa
      @TheWenzaa ปีที่แล้ว

      Bang bang reactors no longer work after the game was updated, there are newer tutorials with different reactor controllers that work

  • @ceppoc
    @ceppoc 3 ปีที่แล้ว +2

    How do I put a custom ID card in a secure steel cabinet?

    • @InitialDesu
      @InitialDesu  3 ปีที่แล้ว +1

      th-cam.com/video/DLM1NfeVs58/w-d-xo.html

  • @Crowwtf
    @Crowwtf 3 ปีที่แล้ว

    is the second memory component set at 100 because of effiecency or because the reactors maxpower is 10,000?

    • @Kserks96
      @Kserks96 3 ปีที่แล้ว

      Because we operating with %. Turbine output goes from 0% to 100%

  • @TheSKILROY
    @TheSKILROY 3 ปีที่แล้ว

    Там в мем появилось новое значение по умолчанию 200 стоит , вообщем не пойму зачем оно, и при включении когда выключаю эту систему мне не дает в ручную изменять turbine output в чем может быть дело ?

    • @InitialDesu
      @InitialDesu  3 ปีที่แล้ว

      Значение которое по умолчанию 200 - это максимальная длинна хранящегося в компоненте mem числа. Когда включаешь систему она берет контроль над turbine output ( что-бы менять его в ручную нужно выключить систему ). Как сделать кнопку для вкл/выкл показано с 4:30

    • @TheSKILROY
      @TheSKILROY 3 ปีที่แล้ว

      @@InitialDesu кнопку сделал точнее выключатель более эстетично смотрится но с ним не работает с обычной кнопкой вроде робит. С выключателем после включения не хочет выключаться просто , и на счет значения 200 значит его не трогать просто ?

    • @InitialDesu
      @InitialDesu  3 ปีที่แล้ว

      @@TheSKILROY Да, значение 200 не трогать. С выключателем не работает из за того что он посылает постоянный сигнал, а кнопка - одиночный. Что-бы с выключателем работало нужно убрать галочку с is toggle.

    • @TheSKILROY
      @TheSKILROY 3 ปีที่แล้ว

      @@InitialDesu оно без данной галочк не переключает лампочки в выключателе , вообще штука странная раз через раз работает

    • @TheSKILROY
      @TheSKILROY 3 ปีที่แล้ว

      @@InitialDesu приходиться реактор выключать и включать по новой

  • @todespirscher3121
    @todespirscher3121 2 ปีที่แล้ว

    What do I do with memory component if I upgrade my ship's reactor max power output?

    • @InitialDesu
      @InitialDesu  2 ปีที่แล้ว +2

      Enter new reactor max power to memory component ( you can manually overload reactor to know your max power )

    • @todespirscher3121
      @todespirscher3121 2 ปีที่แล้ว +1

      @@InitialDesu Thank you😘

    • @north_borne
      @north_borne ปีที่แล้ว

      @@InitialDesu How exactly do you do this? Any time I try to overload the reactor, it never quite hits the maximum output.

  • @z1mt0n1x2
    @z1mt0n1x2 2 ปีที่แล้ว

    funny how i can figure out the electrics myself but i can not figure out why the hell i can't get Fabricator added storage to work...
    anyone knows what i've been doing wrong? all the guides are outdated.
    i quit playing the game last time i had this problem, i got it to work before some update, then after that i couldn't remove items stored in either the Fabricator nor the Medical Fabricator. i can deposit, but not withdraw. i guess something changed and i just gave up at the time.
    i have them both linked, and the linked container is having a purple line and i can see the storage and its contents within the machine's UI while playing but i can not click anything.

    • @steady6088
      @steady6088 2 ปีที่แล้ว +1

      It's possible the UI is overlapping, which is preventing you from reaching items. Not sure if this is your problem, I just encountered something similar. I found it's okay with two, maybe three inventories linked together but they sometimes get overlapped and when they do I cannot get items out from under overlapping UI's.

    • @z1mt0n1x2
      @z1mt0n1x2 2 ปีที่แล้ว

      @@steady6088 i think i figured it out, it was a checkbox in the item settings, not sure i ever tried to hook up multiple inventories but, i remember actually seeing my stuff in there, and i could keep stashing and see things get stashed, yet not withdraw... same problem?

    • @steady6088
      @steady6088 2 ปีที่แล้ว

      @@z1mt0n1x2 Sort of, only where the UI overlapped. I was pulling out all the raw resource clutter from mining and I simply couldn't interact with a stack tucked under the deconstructer UI. Were you able to fix it?

  • @Damglador
    @Damglador ปีที่แล้ว +1

    Виглядає як імба, але мені здається зараз це вже не працює
    (Реактор не так сильно перевантажується, але воно вже не таке ефективне)

  • @ЕрікПокідько
    @ЕрікПокідько 9 หลายเดือนก่อน

    Can't you just do it with single greater component?
    If load value is greater than output then make signal output 100
    If output value is greater than load then make signal output 0
    And it uses the fact that sliders don't change instantly
    Should basically make same result put simpler and cheaper

  • @xPawsie
    @xPawsie 2 ปีที่แล้ว

    Does this still work after the reactor update?

    • @indraua
      @indraua 2 ปีที่แล้ว

      I suppose after reactor update you need to change reactor max power mem-component

  • @spiralhalo
    @spiralhalo 2 ปีที่แล้ว +1

    Overload _protection??_ Preposterous! What would the engineers be doing if all those junction boxes _never_ require fixing? Man the guns?? Fight mudraptors?? Enjoy the actually fun parts of the game? I don't think so!

  • @Kanakotka
    @Kanakotka 3 ปีที่แล้ว +2

    "Divide by 10000 then multiply by 100" ... just move the decimal point twice. Come on now, this is grade school stuff.

    • @shdowdrgonrider
      @shdowdrgonrider 3 ปีที่แล้ว

      The multiply component is in case you wish to undervolt your sub for more fuel efficiency or something. Its a bit easier to change with that second component

    • @Kanakotka
      @Kanakotka 3 ปีที่แล้ว

      @@shdowdrgonrider But you can do that by dividing with more than 100. Dividing by 101 or higher works too.

    • @niox1920
      @niox1920 3 ปีที่แล้ว

      @@Kanakotka it's divided by 100 because it's using the percentage of the reactor. It goes from 0% to 100%

    • @HoneyBadgerVideos
      @HoneyBadgerVideos 2 ปีที่แล้ว

      what you say is true, but since this is ONLY true when the reactor output is excactly 10000 doing it this way makes sure people using different subs can still use this exact tutorial.

  • @Alpha1598753
    @Alpha1598753 3 ปีที่แล้ว

    Doesn't work for me : it just lock turbine prod at 0%, there is a new line in the memory block "max value length" and the wiki give no clue of what it does exactly if exceeded

    • @Alpha1598753
      @Alpha1598753 3 ปีที่แล้ว

      Seems putting a relay for power transmission and swapping the "power output value" for the relay's "power output" solve this issue