You can tie this system into your grid with another controller and your batteries so that if the batteries are above 80%, the H2 engines cut off to save Hydrogen. The new AI blocks make stuff like this so much easier!
Ya he lost my interest in this video by not using batteries.. As odds are he would have made spare power in the day time so the extra power should have gone to the batteries rather then being wasted going no where...
@@jonathanbair523 While very true regarding the batteries. Wouldn't call solar wasted energy and then the engine only produces what it needs to. That little base without batteries could be a fun different way to play for an extra challenge to yourself. AKA no batteries on static grids
I'm happy that someone figured this method out. I use a similar method where my base runs on solar panels during the day and batteries at night. If the batteries drain too quickly for any reason (mostly when I have all 7 of my vehicles are docked), I have H2 engines to recharge the batteries. It does take some configuration to do, but the return is worth the time.
Mainly a problem early game I think. As soon as I can afford the build, I usually built a solar panel tower with 64 panels on a mountaintop near the base. Put some decoys somewhere near and 2 turrets wir plenty ammo and a battery if the connection to the base is cut by enemyfire so the turrets stay online. Problem with defense solved. Deep within the base I built like 10 largeblock Batterie. As soon as these are loaded, I usually never get them empty by using my refineries and vehicles. In earlier time I aldo did built a hydrogen generator to kick in if load of batteries drop below like 30%,but that never ever happened, so nowadays I dont even built a secondary powersource. Even if drone kill the solar tower, rebuilding it usually needs just like 10% of the time until batteries run dry, building a hydrogen generator just 1% if needed and plenty of components, Ingots and additional ore waiting to be processed I usually own at that time.
Thanks for the video. The event block opens up all possibilities. Im thinking of combinjng this with setting my auto mining rig on an ice lake to start mining when ice reserves get low.
I have one philosophy when it comes to power generation on any grid If the solar panels don't produce enough power to cover the energy needs of all your refineries and O2/H2 gens running, then you don't have enough solar panels and if they do add a few more
Space Engineers already does this. If the power consumption exceeds what the solar panels can produce the Hydrogen Engines will automatically activate. According to the Space Engineers Wiki power sources will be used in this order: Solar Panel / Wind Turbine, Hydrogen Engine, Large Reactor / Small Reactor, Battery / Small Battery. So if solar panels can meet demand, the Hydrogen Engines will draw no hydrogen.
That is something I actually didn't know, well spotted. Though I suppose the upside to this method is not needing to listen to the Hydro engine constantly.
@@AliceDoesThings404 More so when you actually hear them kick in, you have a tendency to watch hydrogen levels more closely if Ice isn't easily accessible.
Thanks for this! If you are still working on things, I'd enjoy more tutorials, since I know how to play, just returning after 9 years and need to know all the new stuff. :)
Ok, I've worked out how to reliably set up back up generators to turn on and off regardless of the sun or power grid draw. Required 2x Event controllers 2x Timer blocks (doesn't work without these I tried) 1. Set One timer Block to turn the Hydrogen Engine ON and the other block to OFF 2. Set the first Event controller as Power Output (Less Than) 0% then in the left slot to Trigger now "ON and the right slot Trigger now "OFF" 3. Set the Second Event controller as Power Output (Greater Than) 95% then set the action slots to directly turn the hydrogen engine on and off Now this setup is reliably working on a quick mars creative game i've been toying with as I needed something reliable for my main work as Im playing without batteries. As for the timer blocks it was a stab in the dark to fix the problem of power not turning back on on sunrise if the power draw exceeded the solor panel output which thankfully worked. SIDE NOTE, moving the sun position too quickly in creative mode will still turn the base power off, seems it needs a steady delay.
this kind of setup works for automatic lighting at night too, but the issue i found at the time is that my lights kept going on and off when all my batteries get full, instead i tied my hydrogen engines to my batteries stored power precentage, but not sure if the lights flickering on and off has been fixed with the solar panels once all batteries are charged. the solar panels would go from 100% power output to 0% on and off on and off, while the sun was there. anyone else got this issue before? My work around for the exterior lights going on and off, was to tie the event block on the rotor attached to the solar panel, turning it into a sun dial, setting the lights to go on when it reaches the night angle on the rotor, and off when it reaches the morning angle. For storms, i used a wind turbine as a storm detector as the power output goes to 130% so i put the event block to trigger lights and back up power in the event of a storm, then off when the turbine is at its usual power contribution. hope this helps anyone who experiances the lights flickering issue once all batteries are charged at 100% and your solars start wondering if they generate power or not every second
I tried to use event controller to turn on a warning light when oxygen tank level reduces to certain % but it doesn't execute this simple instruction to turn on the light block when conditions are met. I don't understand why it doesn't work. Game seems to be full of weird stuff like this that ruins my plans.
I play on keen servers and i just cant make a reliable autonomus mining drone. I have made it to go to to waypoint start minig and thrust forward but cant make it back out of a hole when its driled any tips for that?
Depends on if you are mining/where. If you are mining an asteroid, best way would be to go straight through. Otherwise make a small pod with a beacon on it, use that as the reference beacon for the miner, and then instead record a path into the ground/asteroid, and then back out again. Best advice I can offer.
It was just to demonstrate the general system that one could use, since it would be pretty much the setup if you wanted to use the charge level event instead. Even so, you might want more ways of generating power than just one. Plus its one way of demonstrating the new "Align with sun" feature.
@@AliceDoesThings404 It's just so wasteful of hydrogen. if the grid load picks up you could end up running out of power with the engines never turning on.
@@BNETT21 i'd have hydrogen as a last ditch power provider if everything else (wind and solar and batteries) are not enough or depleted. but for just a demo this was useful
Whilst some might consider it wasteful, it should also be taken into account that on some planets/moons, there might be no other option. Depending on if they have an atmosphere or Uranium, which isn't the case in some instances. Plus, engines are cooool 👍
@@AliceDoesThings404 Wasteful in the sense that the battery will never go through a proper charge/discharge cycle. The only time it would get used is if the bases power was overloaded vs using it's valuable energy at night and charging it back up during the day when there is solar.
I don't know why people build their solar arrays and turrets like that. While ships don't have "balance" according to thruster or gyro placement, they DO have balance according to wheels, rotors, pistons, and hinges. If you want them to move smoothly and quickly, you need to make sure that the CoM of the sub-grid being moved, is in the center of the hinge or whatever point of motion is the case. It'll greatly improve your turrets' accuracy, as well, because you'll be able to use lower strength settings that give more precise motion with less shake.
I loved the idea, but what if instead of spending the Hydrogen just because there's no input from the Solar Array, we could activate the engines to activate only when the batteries are lower than some amount... ;) making them an Emergency Power system ;)
That is one of the solutions I mentioned you could do. The issue is then is it needs more setup, and requires a timer as well. Since the moment it goes below the % set, it will activate the engines. However, the moment it goes back over that %, they will turn off, meaning you'd have a power cycle. So a timer would be required to delay the turning off sequence.
@@mrJMD I like using them, probably just because of the logistics and setup. More so when actually sitting next to an Ice lake. To me their a good back up source if you don't want to spam the primary means of generation
This setup is a very large waste of ice. I disagree with the whole thing. Setting up a battery and a much better solar layout with the event control set to ONLY use the Hydro engine when the battery is low is way better than this.
It might be considered a waste, but you need to remember that solar power and hydrogen engines are the only two power generation methods that are universal for all planets, moons, and space. And whilst batteries could be used instead, this was a way of showing between toggling automatically between two power generation methods, and batteries would be a storage method that wouldn't need a system like this. But batteries would be smart to add to the system as an extra addition.
I tried a different style for this tutorial compared to my previous ones. Let me know which style you prefer, the old or the new?
Would you need the second power source if you had batteries??
What differs from the previous ones?
Just the editing style and the inclusion of more b-roll 👍
You can tie this system into your grid with another controller and your batteries so that if the batteries are above 80%, the H2 engines cut off to save Hydrogen. The new AI blocks make stuff like this so much easier!
Ya he lost my interest in this video by not using batteries.. As odds are he would have made spare power in the day time so the extra power should have gone to the batteries rather then being wasted going no where...
@@jonathanbair523 While very true regarding the batteries. Wouldn't call solar wasted energy and then the engine only produces what it needs to.
That little base without batteries could be a fun different way to play for an extra challenge to yourself. AKA no batteries on static grids
I'm happy that someone figured this method out. I use a similar method where my base runs on solar panels during the day and batteries at night. If the batteries drain too quickly for any reason (mostly when I have all 7 of my vehicles are docked), I have H2 engines to recharge the batteries. It does take some configuration to do, but the return is worth the time.
Glad you enjoyed it and I know the feeling. Draining your entire bases powersupply when charging is not ideal 🫤
Mainly a problem early game I think. As soon as I can afford the build, I usually built a solar panel tower with 64 panels on a mountaintop near the base. Put some decoys somewhere near and 2 turrets wir plenty ammo and a battery if the connection to the base is cut by enemyfire so the turrets stay online. Problem with defense solved.
Deep within the base I built like 10 largeblock Batterie.
As soon as these are loaded, I usually never get them empty by using my refineries and vehicles.
In earlier time I aldo did built a hydrogen generator to kick in if load of batteries drop below like 30%,but that never ever happened, so nowadays I dont even built a secondary powersource.
Even if drone kill the solar tower, rebuilding it usually needs just like 10% of the time until batteries run dry, building a hydrogen generator just 1% if needed and plenty of components, Ingots and additional ore waiting to be processed I usually own at that time.
Having batteries to store the spare power would have been more helpful...
Thanks for the video. The event block opens up all possibilities. Im thinking of combinjng this with setting my auto mining rig on an ice lake to start mining when ice reserves get low.
These are really wonderful uses for the AI blocks, I'll be sure to use all of them
I have one philosophy when it comes to power generation on any grid
If the solar panels don't produce enough power to cover the energy needs of all your refineries and O2/H2 gens running, then you don't have enough solar panels and if they do add a few more
*Laughs in wind turbines*
@@blackhawkuh-6026 *laughs in easily spammed*
@@blackhawkuh-6026 Laughs like a true maniac at your turbines on the Moon...
Space Engineers already does this. If the power consumption exceeds what the solar panels can produce the Hydrogen Engines will automatically activate. According to the Space Engineers Wiki power sources will be used in this order: Solar Panel / Wind Turbine, Hydrogen Engine, Large Reactor / Small Reactor, Battery / Small Battery. So if solar panels can meet demand, the Hydrogen Engines will draw no hydrogen.
That is something I actually didn't know, well spotted. Though I suppose the upside to this method is not needing to listen to the Hydro engine constantly.
@@AliceDoesThings404 More so when you actually hear them kick in, you have a tendency to watch hydrogen levels more closely if Ice isn't easily accessible.
Thanks for this! If you are still working on things, I'd enjoy more tutorials, since I know how to play, just returning after 9 years and need to know all the new stuff. :)
What an adorable base, so pretty and cute
Thanks for the video, I was curious about this. I just hadn’t figured it out myself yet.
Can you mabe possibly do a video on how to automate day night lights for your base? Off during the day and on during night?
I will look into it, great suggestion!
Gleeb Torin's Top 5 Survival Uses of the Event Controller goes into that.
Thanks alot and mabe airlock system aswell . Im not to good with seting up stuff like that lol
Solar panel event controller lights.
Panel makes zero power lights come on panel makes some power lights go off
@@sethgilcrist8088 lol yep i experimented woth that and fogured it out
0:05 Idk why but the way it exploded was hilarious
Great guide, thank you!
Ok, I've worked out how to reliably set up back up generators to turn on and off regardless of the sun or power grid draw.
Required
2x Event controllers
2x Timer blocks (doesn't work without these I tried)
1. Set One timer Block to turn the Hydrogen Engine ON and the other block to OFF
2. Set the first Event controller as Power Output (Less Than) 0% then in the left slot to Trigger now "ON and the right slot Trigger now "OFF"
3. Set the Second Event controller as Power Output (Greater Than) 95% then set the action slots to directly turn the hydrogen engine on and off
Now this setup is reliably working on a quick mars creative game i've been toying with as I needed something reliable for my main work as Im playing without batteries.
As for the timer blocks it was a stab in the dark to fix the problem of power not turning back on on sunrise if the power draw exceeded the solor panel output which thankfully worked.
SIDE NOTE, moving the sun position too quickly in creative mode will still turn the base power off, seems it needs a steady delay.
Полезно. Приятно улучшает качество выживания
nice video!
this kind of setup works for automatic lighting at night too, but the issue i found at the time is that my lights kept going on and off when all my batteries get full, instead i tied my hydrogen engines to my batteries stored power precentage, but not sure if the lights flickering on and off has been fixed with the solar panels once all batteries are charged. the solar panels would go from 100% power output to 0% on and off on and off, while the sun was there. anyone else got this issue before?
My work around for the exterior lights going on and off, was to tie the event block on the rotor attached to the solar panel, turning it into a sun dial, setting the lights to go on when it reaches the night angle on the rotor, and off when it reaches the morning angle. For storms, i used a wind turbine as a storm detector as the power output goes to 130% so i put the event block to trigger lights and back up power in the event of a storm, then off when the turbine is at its usual power contribution.
hope this helps anyone who experiances the lights flickering issue once all batteries are charged at 100% and your solars start wondering if they generate power or not every second
I tried to use event controller to turn on a warning light when oxygen tank level reduces to certain % but it doesn't execute this simple instruction to turn on the light block when conditions are met. I don't understand why it doesn't work. Game seems to be full of weird stuff like this that ruins my plans.
I play on keen servers and i just cant make a reliable autonomus mining drone. I have made it to go to to waypoint start minig and thrust forward but cant make it back out of a hole when its driled any tips for that?
Depends on if you are mining/where. If you are mining an asteroid, best way would be to go straight through. Otherwise make a small pod with a beacon on it, use that as the reference beacon for the miner, and then instead record a path into the ground/asteroid, and then back out again. Best advice I can offer.
I don't get why you didn't do this via a battery charge level instead. This could be for if there is a high load like a ship charging.
It was just to demonstrate the general system that one could use, since it would be pretty much the setup if you wanted to use the charge level event instead. Even so, you might want more ways of generating power than just one. Plus its one way of demonstrating the new "Align with sun" feature.
@@AliceDoesThings404 It's just so wasteful of hydrogen. if the grid load picks up you could end up running out of power with the engines never turning on.
@@BNETT21 i'd have hydrogen as a last ditch power provider if everything else (wind and solar and batteries) are not enough or depleted. but for just a demo this was useful
Whilst some might consider it wasteful, it should also be taken into account that on some planets/moons, there might be no other option. Depending on if they have an atmosphere or Uranium, which isn't the case in some instances. Plus, engines are cooool 👍
@@AliceDoesThings404 Wasteful in the sense that the battery will never go through a proper charge/discharge cycle. The only time it would get used is if the bases power was overloaded vs using it's valuable energy at night and charging it back up during the day when there is solar.
I don't know why people build their solar arrays and turrets like that. While ships don't have "balance" according to thruster or gyro placement, they DO have balance according to wheels, rotors, pistons, and hinges. If you want them to move smoothly and quickly, you need to make sure that the CoM of the sub-grid being moved, is in the center of the hinge or whatever point of motion is the case.
It'll greatly improve your turrets' accuracy, as well, because you'll be able to use lower strength settings that give more precise motion with less shake.
bit of a stretch but id love to see a missile that prints only when there are threats within range of the base
Was actually thinking about that right when you said it. Coming soon 👍
I loved the idea, but what if instead of spending the Hydrogen just because there's no input from the Solar Array, we could activate the engines to activate only when the batteries are lower than some amount... ;) making them an Emergency Power system ;)
That is one of the solutions I mentioned you could do. The issue is then is it needs more setup, and requires a timer as well. Since the moment it goes below the % set, it will activate the engines. However, the moment it goes back over that %, they will turn off, meaning you'd have a power cycle. So a timer would be required to delay the turning off sequence.
@@AliceDoesThings404 unless you have 2 controllers: 1 detects bellow 5%, other detects above 95% ;)
I mean that is one way to do it.
@@AliceDoesThings404 its a great way to do it, since its reliable and because 2 event controllers cost less pcu than a single timer block
Indeed it is, and was something I didn't think about. Will definitely have to experiment more with even controllers.
Uh mine is shaking now after i left and went back on
Uh I got a new problem my item's go on and off
I'llbe honest I prefer a mix of solar and batteries when it comes to a base, not a big fan of the hydro gens all in all.
I find hydro gens are great in theory, but they are so fuel inefficient that it using them is just more work than it's worth.
@@mrJMD I like using them, probably just because of the logistics and setup. More so when actually sitting next to an Ice lake. To me their a good back up source if you don't want to spam the primary means of generation
only saying this joking ley but what if you dont have ice yet LOL
This viseo is missing something VERY important.
And that is?
@@AliceDoesThings404 Hiii Hiiii.
This setup is a very large waste of ice. I disagree with the whole thing. Setting up a battery and a much better solar layout with the event control set to ONLY use the Hydro engine when the battery is low is way better than this.
It might be considered a waste, but you need to remember that solar power and hydrogen engines are the only two power generation methods that are universal for all planets, moons, and space. And whilst batteries could be used instead, this was a way of showing between toggling automatically between two power generation methods, and batteries would be a storage method that wouldn't need a system like this. But batteries would be smart to add to the system as an extra addition.
this is just a video game tell me how to do it in real life
Secure funding. Secure property. Hire installation company. Profit.