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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 8:56 am 
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Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
The little bar that appears over buildings indicates it's current power supply. The bar should be completely full to get maximum efficiency. A bar that on fills partially shows that the structure doesn't have enough power.

There is an issue right now where a building with only a single connection to a power line doesn't draw all the power it needs from the circuit. As a stopgap, add more power lines near buildings until I fix this.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 9:54 am 
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Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
ah ninja


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 10:13 am 
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Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
This layout of cells will give you 1 power pack every 50 seconds. A single Jinamite Well should be able to satisfy a single powerplant.

Attachment:
Jinamite.jpg
Jinamite.jpg [ 235.61 KiB | Viewed 26 times ]


For those who want stats:
A Solar cell produces 3 power per second
A Jinamite well requires 9 power per second to operate at all, but is most efficient at 20 power per second.
Each level of colony pod requires 1 more power than the last, this is effectively the number of lit windows at lower levels.


Currently the formula that dictates how fast a building operates is slightly cruel, if you have the minimum required power, it may take 10 minutes to actually make a single power pack... This will be changing :)


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 10:20 am 
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Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
so how much power does a base line pod require?


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 10:32 am 
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Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
A pod needs no power, but provides no happiness

A powered pod needs 1 power (1 window)
Basic pod, 2 power & food (2 windows)
Standard pod, 3 power & food & water (3 windows)
Colonial pod, 4 power & 2 types of food & water (4 windows)
Standard apartments, 5 power, 2 types of food, water & nearby mall
Colonial apartments, 6 power, 2 types of food, water & nearby mall with goods


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 10:14 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
So I recently re-loaded the game and every time power cells are brought to a particular power station, it gobbles the cells up and stops producing power in the same second. This happened when 4 guys brought power in the same 5 seconds as well as randomly. The other power station isn't having this problem, and the problematic one wasn't like this when I left it.

Also, still having complex shell problems, but could be bad layout, not sure.

Other than that, nothing else new.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 11:16 pm 
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Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
I've completely re-programmed the power model and it works much better now.
Attachment:
powerWorks.jpg
powerWorks.jpg [ 409 KiB | Viewed 28 times ]

This arrangement works without issue with everything at full power!

I've also fixed the issues with power-stations gobbling up their resources and also with production facilities not doing much at half power.

These updates will be put up some time mid-week


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Tue Feb 21, 2012 12:18 am 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
WHOOOO! More updates!


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