I just tried this out. And it works like a charm. In fact putting any switch or battery between the generators and the flipped transformer works. Thanks for the tip. Pinning this to help folks out.
Ummmm, no. This is a programmer's solution for electric power distribution in a game, not an electrical engineer's. There's very little reality in the game's electrical distribution since it wouldn't actually work.
@@neonblowfish I don't think anyone actually believed this was a substitute for engineering courses or that the game with silly little dupes was 100% realistic. It's all good fun
Master electrician here.. this game does a very good job with the mechanics being very lifelike. Let me make this ez for people, power = energy/time watts is the energy and joules is a measure of time 1 watt = 1 joule a second. Hope that helps people out. Don't be confused joule is just a measurement of energy in time if that makes sense.
I got to say, trying to find a good ONI tutorial that explains things has been hard. Props for making it interesting and also *explaining* in detail. I struggle a lot with absorbing information, but your explanations has helped a lot more than most tutorial videos has managed. Will check out more of the videos, as I has a sneaky feeling, you are the best tutorial for me :3 Hæppy Nyew Years!
the last part isn't just for decor, but for metal cost. in some cases, such as oceania, the asteroid is mostly tide pool, making metals a limited resource.
I have about 100 hours in ony and watched so many tutorial video's on it to get me past the mid game. Just started a new colony and wanted to refresh my knowledge. Stumbled upon this video and so glad I did. Fuck me. Condensed clear info is appreciated! Thank u and keep it up!
Extremely useful, I'll implement a 'power spine' into my base, I had heard about heavy watt, but the system kept coming up with power loop errors and all my wires were red
This is actually brilliant, im having so much trouble with my power because i didn't even know wires can overload, now i will be using that spine design in all of my bases
Setting the battery control to 100% can also, depending on how much load is on your line and how close it is to your overall generation rate, cause the problem of the battery never properly filling up and thus never sending that red signal. Setting it to 95 guarantees that that won't happen, preventing some pretty serious power loss. Also, the unspoken other reason to minimize your Heavi-Watt Wire usage is because that stuff is EXTREMELY expensive. At 100 units per tile for both the original model made of ore, and the Conductive model made of refined metal, any length of Heavi-Watt is a significant metal investment. There can be points late in a colony's life where that doesn't matter, because you've gotten access to bottomless sources of metal, but it's gonna matter for a long time in the getting there.
This a nice video. Some missing things tho: - you showed how power generated by the steam turbine varies, you didn't show the same for solar panels, so people may get the impression it's fixed at 380W. Things are much more complicated than that with solar panel, I think it deserve mentioning; - "efficiency" is a bad term to describe the power generated by a steam turbine in the 140-200°C range. The efficiency is the same, you loose efficiency above 200°C, when you start wasting heat if you don't close some intake. - heavy conductive wires are made of refined metals, so their decor penalty is variable; using the right material, e.g. gold, is worth mentioning. The issue you're seeing with manual generators is due to the fact there's no battery connected. They probably sense the internal battery of the transformer. Try and add a battery on the generator side and see if that changes the behaviour. The real problem with feeding power to the backbone via transformers is that the wire doesn't draw from them all at the same time, there's a priority of sort based on when the transformer was build. Now the sore thumb. Unfortunately, if you're venturing into explaining the difference between Watts and Joules, you need to get it right. There's no such a thing as "watts per second" as you state @15:23. At least, not in that context. That's definitely wrong. We don't mean Watts per second. We really mean Watts. Watts are already Joules per second, sort of. Real world Watts are a unit of power, which it is energy over time as in Joules over seconds but with a infinitely small time interval. ONI is a simulation game, which operates with discrete time ("ticks"). So there's not such a thing as power in ONI (despite them calling something "power"). There's only average energy over time, with time intervals limited by ticks. But for sake of simplicity, they call it power and use Watts, and I'm ok with that. That's not really the point here. Point is, even in ONI, Watts are Joules per second. As "power" variations happen across ticks, there's no Watts per second; that would be a measure of how fast a transformer adapts when the load changes, but again in ONI it happens in zero time in between ticks. The same if generators stopped slowly you could measure how fast they stop producing energy. E.g. from 800W a hydrogen generator could do one tick at 600W, one at 400W, one at 200W, then reach zero. That could be -1000W/s. Instead they just complete the animation and go from 800W to zero across one tick. In ONI Watts per second is always infinite. A light in ONI consumes 10J/s, or if ticks are 1/5 of second, 2J per tick. So the game describes it as a 10W light. It's either 10 Watts or 10J/s. Not W/s.
Am not done with your video yet only am at 6:53 but so far I wanna say THANKS for making this I always start new worlds when my builds get too big and air/power/water etc get complicated because for me it's SO confusing and overwhelming. I been playing like that for YEARS and really just wanna dive deep into the game without cheating so I can really take it all in and get good at it. So TY for explaining this hope the video goes through all the issues I am having so I can redo all my electrical they is overloading and just having so many issues! Hope you also have videos for airflow/ gas/ and liquids too!
This is my problem. I’ve tried playing, but my pea sized brain can’t understand things so i’ll end up just making world after world after world and sometimes i’ll just turn on cheats and make it where my dupes are never hungry and never sick💀 I’ve also learned a few things doing that tho, but sometimes it gets boring because “i already have everything”
This is a problem for me too when playing this game it's quite difficult to understand how things function. The guides out there pretty much assume you know the game and you're on cycle 1500. The guides from this youtuber are great and easy to understand even for a new player or a noob such as myself. I've learned so much. I wish I could learn it all by myself but it's really hard since you might not fully grasp how the game functions. Like the liquid reservoirs and chlorine gas in a sealed room. The hardest part for me in my playthroughs so far is heat management. It's such a difficult thing!
For power generation you can connect the generators with conductive wire and directly connect it to the HW conductive wire with a switch on the node. For generators the watts count as 0 load on wire. And use two sets of batteries and 4 switches. 2 switches for the generator line to the 2 battery sets: Connect the switch for the one you need charging, and open the switch for the other set which is providing power. 2 switches for the providing line from the 2 battery sets: which is the opposite, just use HW wire and connect to the transformer, set switches in between. Set an automation for switch control using them on different times and don't make one battery charge and provide at the same time. In that way no decor dmg at all. Just one main grid line.
Awesome! I learn to use 2 small transformer and fed by heavy conductive wire to a conductive wire for an even 2000 max potential load. Less heat vs the large transformer.
For early game, petroleum generator will actually be a good choice, pump its carbon dioxide to holding tanks for a carbon dioxide rocket. This will be especially important after the no fuel cost for takeoff/landing gets fixed and you need to refuel with more carbon dioxide. Dedicate that rocket to orbital research, then you can use petroleum/radbolt rockets for exploration and space mining (go for fullerene first to make super coolant! THEN you can make cryo fuel for hydrogen rockets!)
This is waaay late and the video is great, but as a minor clarification Watt is already in per second as a unit (literally Joules/second). Joule also has an equivalent SI form (kg*m^2/s^2 I think?)
On the last thing about manual generators, you can just click on the manual generators to set the battery rechage threshold. I think it has to do with dupe priority. They will run on it anytime it is available.
1. I never noticed that transformers stored any power, making them also capacitors (I wouldn't go so far as to call them batteries on a colony scale, too limited. But it's good to know) 2. I never knew about the rocket battery module, but, I've never gotten a colony into rocketry.
as a point of order, no the manual power gen doesn't put of CO2 the dupe would do that anyway. thinking about it that way detracts from the overall gas projections of the colony and could lead to miscalculations later. simply for the fact that either or not that dupe is running its gonna be putting out CO2
In the phase of the game where manual generators are crucial, and not just a useful way to keep the machinery attribute of your operators going up during idle time, decor is not a particular issue. I've found the best early game power solution is just a power room for the generators and a battery/transformer room, the door and ladder to which should be in the back of the power room and which after you built it no dupe should be allowed to go into (they won't need to). Using the heavy watt wire to hook up all the manual generators and 4-8 smart batteries (a few jumbos initially are fine, but as you know the leakage - and leakage is also heat) to a 4k transformer, and then to hook up 4 1k transformers to the 4k transformer. Leaving enough space in the room with the manual generators for a hydrogen generator (for when Mr SPOM arrives). This provides neat 1k power sources for 4 normal wire sub-grids Or 2 conductive. Or a mix. As the need might arise. Decor... You can add a lot to the power room to make it prettier. Even basics like tiles, drywall and crown moulding will make a marked difference. Snazzy suits are always a quick win. One or two operators with the innately stylish perk will do further wonders if you can get it. Two operators with both will be exposed to a 110 points of decor glory when they cycle next to each other. Even the small sculpting blocks are very good. Even if sculpted by a talentless hack.
7:34 do these batteries leak based on their maximum capacity, or their current charge? ie, basic battery when full would lose 1KJ a cycle. when it is half full, does it leak 0.5 KJ, or still 1KJ?
Power exploit - box full of steel batteries and transformers and only water/steam. Put a geothermal generator on top, and if needed an AT for general nearby/base cooling. Build in space background, or vacuum-gap from the surrounding area to avoid heat loss.
I think it might be a little important to note that solar panels and steam turbines have variable power output depending on light/heat n whatnot. While it’s mentioned for steam turbines it isn’t for solar panels.
Im guessing the heavy watt wires have such a bad decor not because they are ugly but because they are terrifying, so much energy exposed in the open like that, one wrong move and...
I'm about to try that trick of using the transformer to feed the grid with steam turbines. I'm thinking if I put some smart batteries before the transformer I can control the turbines more efficiently. I'm using conductive wire from 3 turbines to each large transformer. My hope is that by under feeding the transformer it will actually be empty most of the time. this is to avoid using heavy wire and a bridge and having to make a vacuumed out section. I'm trying to fix thermal bridging in a less elaborate way.
One thing that I missed is the fact that the standard transformer is directly compatible with the standard wire (1kW), but with the large transformer I struggle with efficiency because conductive wire can take up to 2kW versus 4kW of the transformer. I use a Wattage sensor to automate the transformer limitation up to 2kW, but I still want to see if there is another way of doing that.
I think I need to start arranging a power spine. I recently claimed a natural gas geyser so I have a good bit of potential energy and upgraded all my wires to conductive, but I need to start using transformers so I stop breaking things.😅
Would love a tutorial on power grids, what are good ways to arrange all buildings so my wires dont get fried and my decor doesn't hurt? My main heavy wire spine is ugly as hell XD
Great explanation of all detail about power! Thank you. Great video. Its sad it not closer to the top of the search as it should be, as the others are just bad (claim to be a tutorial but its just people playing normally and are full of irrelevant stuff)
The concept of transformers "charging up" and "slowly discharging" grinds my gears. That's not at all how transformers work IRL Their actual use is to trade volts for amps, and have absolutely NO ability to "store" power. Instead of heavy watt wire, they could be implementing HIGH VOLTAGE wire, for the same reason, to transmit more power. Then you REQUIRE a transformer on both ends, to step up the voltage before getting on the heavy wire, and to step it back down when getting off the heavy wire, because most "consumer grade" equipment can't run on high voltage. I suspect part of the reason they're treating transformers kind of line batteries is to simplify the simulation, and not have to deal with any one item on a power grid anywhere instantly being able to affect every other thing on the same grid.
Just one minor criticism. You said Watts are really Watts per second. This is incorrect. A Watt is a Joule per second (P = E / t). You still got the consumption stuff right so just a minor critique.
18:50 that's not true, you can use it like that, all you need is balancing, as power generator an outputs dont always sync, a single weakest battery that would provide you cappacity for spikes, is enough for this system to work well. Yes you have some batteries on both sides of transformer, but one of them is just cache, will not ever store real power.
I know I'm late to this but shouldn't the hydrogen generator produce water when it burns the hydrogen because it has to burn with oxygen and that creates water if I'm not mistaken
Oni isn't realistic. They sacrifice realism for gameplay. For example steam engines actually destroy heat, mass is not conserved in many processes. Heat doesn't radiate. But it leads to interesting solutions
Part of me wishes there was an option to view battery capacity in terms of watt hours or something like that, like how you can switch between units of temperature
@@Brugosovi Fortunately it’s not a difficult conversion. It’s already in seconds so just divide by 60 to get minutes (60 seconds in a minute) and divide 60 again to get hours (60 minutes in an hour). If you need to know how fast your current load will drain your battery, just divide the total Joules of the battery by the total Wattage being consumed to get the number of seconds.
It’s not difficult yes, but the terminology can still be a bit confusing at times if your not too familiar with them. So I don’t think he said it not knowing that, just a slip up with the tongue
@minecraftgigachad9368 why what’s the merit in that? Unless power consumers use the same unit it just becomes a greater headache. And all it does is make numbers smaller by a factor 3600. 😅
No power is energy over time. The power in this case is wattage and a joule is a measurement of time for energy. Power is universal all power is measured as energy over time in this case we are talking electrical so the energy is measure in watts it is a 1 to 1 ratio in seconds. I'm a master electrician and have been for 44 years more than happy to explain any electrical, electronics, avionics to you guys. This game has some mega lifelike mechanics the developers of this game nailed that part. As far as the mechanics, physics, stats etc. it's to the T
It's nice but it does not cover how to replace 4 small generators by 1 large one + automation. It's possible to use only large generator actually. saving heat and space.
I'm sorry, I just do not get the reason to use a transformer. A circuit can handle 1000 watts if you use normal wire and that doesn't change when using a transformer, does it? I do realize thats probably not right, but I just do not get it.
The transformers bridge 2 different circuits, a high side and a low side. They allow you to run a large backbone circuit on the high side of 20,000 watts (heavy Watt wire) or 50,000 watts (heavy conductive Watt wire) on which you connect all of your batteries and power generators. Then on the low side you can connect to a separate 1000w circuit using regular wire.
@@bughouse26 I think what makes me stumble is when I can put loads of stuff on a circuit. That’s only the regular wire or the conductive wire that determines that, right? Right now I have 4 coal generators to one side of my base, and they each supply power to one circuit with a smart battery. One generator to one floor of my base, I mean. They are not connected with heavy watt wire or a transformer. That works and to some extent, I can run the conductive wire to pull more than 1K of power off any of the circuits, but it does struggle on occasion. Even though the conductive wire should be able to handle at least 2K of power consumption. That’s what I really do not get.
@@h.j.taaning2183 Not sure what "struggle" means and I can't tell by your comment if you're saying A) all the coal generators are connected to a smart battery that is then connected to all the consumers or B) if each coal generator has a smart battery that is connected to its own set of consumers. Your comment that conductive wire should be able to handle at least 2000kW is incorrect, that is the max it can handle. So in A you would be overloading your wire as soon as more than 2000kW worth of consumers were active. In B you would be overloading your wire again as soon as more than 2000kW worth of consumers were active but also running out of power due to a single coal generator only producing 600W. I think what you're wanting to know is when can you connect many consumers without worrying about overloading wires. The answer is, you can't. You always have to pay attention to current and potential load to ensure you don't exceed 2000kW (for conductive wire).
When you say "10 W = 10 W/s" what you should have said is 10 W = 10 J/s. I'm not aware that W/s has a name and would represent a change in power over time. 10 W/s would indicate that the power grows by 10 Watts every second. This game should probably use kWh as its unit of energy instead of J.
When you tell "watts" you really NOT actually mean watts per second etc. You mean current (just now) power LOAD. Here is no time component involved. And only when you start talk about watt*hours or joules, then you start talking about amount of power CONSUMING, and here is where time find its place cuz you consuming in time.
A better way to describe watts vs joules is by comparing it to spending liquid fuel; joules are like liters, and watts are like liters per second. You said "watts per second" in this video, which is a dead giveaway for not really getting it
Little disappointed you dident talk about how you can never use heavy watt wire insted use automation and power transformers to fast swap between batteries and only ever need to use t1 wire
Try adding a normal battery beside the manual generator to the design at 16:28 . It shouldn't be holding any power at any point of time so no leakage
I just tried this out. And it works like a charm. In fact putting any switch or battery between the generators and the flipped transformer works. Thanks for the tip. Pinning this to help folks out.
@@EchoRidgeGaming Can you explain this in a little more detail?
@@Voltechs The generators load the battery and the battery loads the transformer.
Thank you. I'm about to do this very thing with steam turbines in my play through on the sideways asteroid.
This video explains 4 years of my electrical engineering course
Really shows the complexity of this game
Ummmm, no. This is a programmer's solution for electric power distribution in a game, not an electrical engineer's. There's very little reality in the game's electrical distribution since it wouldn't actually work.
@@neonblowfish I don't think anyone actually believed this was a substitute for engineering courses or that the game with silly little dupes was 100% realistic. It's all good fun
CONDUCTIVE WIRE ISN'T UGLY?! Oh my god. Oh my GOD. I needed this information YEARS ago.
Master electrician here.. this game does a very good job with the mechanics being very lifelike. Let me make this ez for people, power = energy/time watts is the energy and joules is a measure of time 1 watt = 1 joule a second. Hope that helps people out. Don't be confused joule is just a measurement of energy in time if that makes sense.
My Phone used 15 joules reading this comment.
Ok that power spine looks massively helpful, thank you
I got to say, trying to find a good ONI tutorial that explains things has been hard.
Props for making it interesting and also *explaining* in detail. I struggle a lot with absorbing information, but your explanations has helped a lot more than most tutorial videos has managed.
Will check out more of the videos, as I has a sneaky feeling, you are the best tutorial for me :3
Hæppy Nyew Years!
Thank you for the kind comment.
Hey! En nordmann som spiller Oxygen Not Included. Har du det kult med spillet?
the last part isn't just for decor, but for metal cost. in some cases, such as oceania, the asteroid is mostly tide pool, making metals a limited resource.
I have about 100 hours in ony and watched so many tutorial video's on it to get me past the mid game.
Just started a new colony and wanted to refresh my knowledge. Stumbled upon this video and so glad I did. Fuck me. Condensed clear info is appreciated! Thank u and keep it up!
Extremely useful, I'll implement a 'power spine' into my base, I had heard about heavy watt, but the system kept coming up with power loop errors and all my wires were red
This is actually brilliant, im having so much trouble with my power because i didn't even know wires can overload, now i will be using that spine design in all of my bases
It’s crazy your videos are so friendly and informative I watch them despite not owning the game
Setting the battery control to 100% can also, depending on how much load is on your line and how close it is to your overall generation rate, cause the problem of the battery never properly filling up and thus never sending that red signal. Setting it to 95 guarantees that that won't happen, preventing some pretty serious power loss.
Also, the unspoken other reason to minimize your Heavi-Watt Wire usage is because that stuff is EXTREMELY expensive. At 100 units per tile for both the original model made of ore, and the Conductive model made of refined metal, any length of Heavi-Watt is a significant metal investment. There can be points late in a colony's life where that doesn't matter, because you've gotten access to bottomless sources of metal, but it's gonna matter for a long time in the getting there.
new player here, this is exactly what I was looking for, thanks. new sub.
This a nice video.
Some missing things tho:
- you showed how power generated by the steam turbine varies, you didn't show the same for solar panels, so people may get the impression it's fixed at 380W. Things are much more complicated than that with solar panel, I think it deserve mentioning;
- "efficiency" is a bad term to describe the power generated by a steam turbine in the 140-200°C range. The efficiency is the same, you loose efficiency above 200°C, when you start wasting heat if you don't close some intake.
- heavy conductive wires are made of refined metals, so their decor penalty is variable; using the right material, e.g. gold, is worth mentioning.
The issue you're seeing with manual generators is due to the fact there's no battery connected. They probably sense the internal battery of the transformer. Try and add a battery on the generator side and see if that changes the behaviour.
The real problem with feeding power to the backbone via transformers is that the wire doesn't draw from them all at the same time, there's a priority of sort based on when the transformer was build.
Now the sore thumb.
Unfortunately, if you're venturing into explaining the difference between Watts and Joules, you need to get it right. There's no such a thing as "watts per second" as you state @15:23. At least, not in that context. That's definitely wrong. We don't mean Watts per second. We really mean Watts. Watts are already Joules per second, sort of. Real world Watts are a unit of power, which it is energy over time as in Joules over seconds but with a infinitely small time interval. ONI is a simulation game, which operates with discrete time ("ticks"). So there's not such a thing as power in ONI (despite them calling something "power"). There's only average energy over time, with time intervals limited by ticks.
But for sake of simplicity, they call it power and use Watts, and I'm ok with that. That's not really the point here.
Point is, even in ONI, Watts are Joules per second.
As "power" variations happen across ticks, there's no Watts per second; that would be a measure of how fast a transformer adapts when the load changes, but again in ONI it happens in zero time in between ticks. The same if generators stopped slowly you could measure how fast they stop producing energy. E.g. from 800W a hydrogen generator could do one tick at 600W, one at 400W, one at 200W, then reach zero. That could be -1000W/s. Instead they just complete the animation and go from 800W to zero across one tick.
In ONI Watts per second is always infinite.
A light in ONI consumes 10J/s, or if ticks are 1/5 of second, 2J per tick. So the game describes it as a 10W light. It's either 10 Watts or 10J/s. Not W/s.
yes we need updated guides on everything.....you deserve more views...all the best
Am not done with your video yet only am at 6:53 but so far I wanna say THANKS for making this I always start new worlds when my builds get too big and air/power/water etc get complicated because for me it's SO confusing and overwhelming. I been playing like that for YEARS and really just wanna dive deep into the game without cheating so I can really take it all in and get good at it. So TY for explaining this hope the video goes through all the issues I am having so I can redo all my electrical they is overloading and just having so many issues! Hope you also have videos for airflow/ gas/ and liquids too!
I empathize with this so much.
This is my problem. I’ve tried playing, but my pea sized brain can’t understand things so i’ll end up just making world after world after world and sometimes i’ll just turn on cheats and make it where my dupes are never hungry and never sick💀 I’ve also learned a few things doing that tho, but sometimes it gets boring because “i already have everything”
This is a problem for me too when playing this game it's quite difficult to understand how things function. The guides out there pretty much assume you know the game and you're on cycle 1500. The guides from this youtuber are great and easy to understand even for a new player or a noob such as myself. I've learned so much. I wish I could learn it all by myself but it's really hard since you might not fully grasp how the game functions. Like the liquid reservoirs and chlorine gas in a sealed room. The hardest part for me in my playthroughs so far is heat management. It's such a difficult thing!
Well done. Now I have to stop being lazy about my grid and follow your advice.
For power generation you can connect the generators with conductive wire and directly connect it to the HW conductive wire with a switch on the node. For generators the watts count as 0 load on wire.
And use two sets of batteries and 4 switches.
2 switches for the generator line to the 2 battery sets:
Connect the switch for the one you need charging, and open the switch for the other set which is providing power.
2 switches for the providing line from the 2 battery sets:
which is the opposite, just use HW wire and connect to the transformer, set switches in between.
Set an automation for switch control using them on different times and don't make one battery charge and provide at the same time.
In that way no decor dmg at all. Just one main grid line.
Honestly this was probably one of the best power tutorials, nice job!
Thank you.
Awesome! I learn to use 2 small transformer and fed by heavy conductive wire to a conductive wire for an even 2000 max potential load. Less heat vs the large transformer.
this guys great he explains things so damn well if i was just born didnt know jack about nothing id walk out this video knowing everything about power
Very educational and it also introduced me to another of your series. Thank you!
Glad you found them!
best tutorial of learning power in this game! Thank you!
This game is so complex, I'm loving it
For early game, petroleum generator will actually be a good choice, pump its carbon dioxide to holding tanks for a carbon dioxide rocket. This will be especially important after the no fuel cost for takeoff/landing gets fixed and you need to refuel with more carbon dioxide. Dedicate that rocket to orbital research, then you can use petroleum/radbolt rockets for exploration and space mining (go for fullerene first to make super coolant! THEN you can make cryo fuel for hydrogen rockets!)
Mid game*
This is waaay late and the video is great, but as a minor clarification Watt is already in per second as a unit (literally Joules/second). Joule also has an equivalent SI form (kg*m^2/s^2 I think?)
This was very helpful! Thank you for making the video! I'll be incorporating a power spine into my colony now that I know how to do it!
Very nice! Thank you for the comment.
On the last thing about manual generators, you can just click on the manual generators to set the battery rechage threshold. I think it has to do with dupe priority. They will run on it anytime it is available.
Best explanation I've found so far, thanks!
best vid on this i've ever seen. Nice job
Bro, I just found you after getting back into the game. You're tutorials are very well done and has helped me a ton. Keep up the good work.
Thank you and welcome!
This video helped my automation. I had a wattage sensor instead of having it directly connected to my batteries and was confused asf.
1. I never noticed that transformers stored any power, making them also capacitors (I wouldn't go so far as to call them batteries on a colony scale, too limited. But it's good to know)
2. I never knew about the rocket battery module, but, I've never gotten a colony into rocketry.
they function much like an inductor in real life. they store a little bit of power and also they don't let power go back the other way.
as a point of order, no the manual power gen doesn't put of CO2 the dupe would do that anyway. thinking about it that way detracts from the overall gas projections of the colony and could lead to miscalculations later. simply for the fact that either or not that dupe is running its gonna be putting out CO2
simply great
In the phase of the game where manual generators are crucial, and not just a useful way to keep the machinery attribute of your operators going up during idle time, decor is not a particular issue. I've found the best early game power solution is just a power room for the generators and a battery/transformer room, the door and ladder to which should be in the back of the power room and which after you built it no dupe should be allowed to go into (they won't need to). Using the heavy watt wire to hook up all the manual generators and 4-8 smart batteries (a few jumbos initially are fine, but as you know the leakage - and leakage is also heat) to a 4k transformer, and then to hook up 4 1k transformers to the 4k transformer. Leaving enough space in the room with the manual generators for a hydrogen generator (for when Mr SPOM arrives). This provides neat 1k power sources for 4 normal wire sub-grids Or 2 conductive. Or a mix. As the need might arise.
Decor... You can add a lot to the power room to make it prettier. Even basics like tiles, drywall and crown moulding will make a marked difference. Snazzy suits are always a quick win. One or two operators with the innately stylish perk will do further wonders if you can get it. Two operators with both will be exposed to a 110 points of decor glory when they cycle next to each other. Even the small sculpting blocks are very good. Even if sculpted by a talentless hack.
Just found this. So fantastic. Thank you I hope there are more.
7:34 do these batteries leak based on their maximum capacity, or their current charge? ie, basic battery when full would lose 1KJ a cycle. when it is half full, does it leak 0.5 KJ, or still 1KJ?
This is a great question. I need to run tests.
Thanks for explaining things that the game refuses to
Thank you for watching.
Power exploit - box full of steel batteries and transformers and only water/steam. Put a geothermal generator on top, and if needed an AT for general nearby/base cooling. Build in space background, or vacuum-gap from the surrounding area to avoid heat loss.
I like this!
I think it might be a little important to note that solar panels and steam turbines have variable power output depending on light/heat n whatnot. While it’s mentioned for steam turbines it isn’t for solar panels.
This vid saved my base.
Im guessing the heavy watt wires have such a bad decor not because they are ugly but because they are terrifying, so much energy exposed in the open like that, one wrong move and...
Thank u for this tutorial
I'm about to try that trick of using the transformer to feed the grid with steam turbines. I'm thinking if I put some smart batteries before the transformer I can control the turbines more efficiently. I'm using conductive wire from 3 turbines to each large transformer. My hope is that by under feeding the transformer it will actually be empty most of the time. this is to avoid using heavy wire and a bridge and having to make a vacuumed out section. I'm trying to fix thermal bridging in a less elaborate way.
The ending song reminded me of the theme song of this old flash game called strike force heroes. never knew its real name until today
I love you , now im drunk and surely forg3t everithing, but tomorrow, tomorrow, this save my life hahahahahaha
Been there done that, and will again!!!
One thing that I missed is the fact that the standard transformer is directly compatible with the standard wire (1kW), but with the large transformer I struggle with efficiency because conductive wire can take up to 2kW versus 4kW of the transformer. I use a Wattage sensor to automate the transformer limitation up to 2kW, but I still want to see if there is another way of doing that.
This is really helpful - thank you!
Damn, this is well done!
Thank you.
I think I need to start arranging a power spine. I recently claimed a natural gas geyser so I have a good bit of potential energy and upgraded all my wires to conductive, but I need to start using transformers so I stop breaking things.😅
Would love a tutorial on power grids, what are good ways to arrange all buildings so my wires dont get fried and my decor doesn't hurt?
My main heavy wire spine is ugly as hell XD
Great explanation of all detail about power! Thank you. Great video. Its sad it not closer to the top of the search as it should be, as the others are just bad (claim to be a tutorial but its just people playing normally and are full of irrelevant stuff)
15:20 Watt = Joule per second (J/s)
Well done.
The concept of transformers "charging up" and "slowly discharging" grinds my gears. That's not at all how transformers work IRL Their actual use is to trade volts for amps, and have absolutely NO ability to "store" power. Instead of heavy watt wire, they could be implementing HIGH VOLTAGE wire, for the same reason, to transmit more power. Then you REQUIRE a transformer on both ends, to step up the voltage before getting on the heavy wire, and to step it back down when getting off the heavy wire, because most "consumer grade" equipment can't run on high voltage.
I suspect part of the reason they're treating transformers kind of line batteries is to simplify the simulation, and not have to deal with any one item on a power grid anywhere instantly being able to affect every other thing on the same grid.
Just one minor criticism. You said Watts are really Watts per second. This is incorrect. A Watt is a Joule per second (P = E / t). You still got the consumption stuff right so just a minor critique.
Yeah it was def a misrepresentation on my behalf. I was trying to find away to explain it without confusing folks and I made a mess of it. :)
18:50 that's not true, you can use it like that, all you need is balancing, as power generator an outputs dont always sync, a single weakest battery that would provide you cappacity for spikes, is enough for this system to work well. Yes you have some batteries on both sides of transformer, but one of them is just cache, will not ever store real power.
Watt is Joules per second and joules is the measurement of power
Have you tried smart battery transformer combinations.
Thx for the great help help
11:39 I want a dupe that shits rainbow like this one!
I have inconsistent energy in my base Even though My baterys are fully Charged and have plenty enegy production ehy is that?
I know I'm late to this but shouldn't the hydrogen generator produce water when it burns the hydrogen because it has to burn with oxygen and that creates water if I'm not mistaken
Oni isn't realistic. They sacrifice realism for gameplay. For example steam engines actually destroy heat, mass is not conserved in many processes. Heat doesn't radiate. But it leads to interesting solutions
A watt is defined as a Joule per second, not a watt per second. It’s actually not complicated when you define the terms properly
Part of me wishes there was an option to view battery capacity in terms of watt hours or something like that, like how you can switch between units of temperature
@@Brugosovi Fortunately it’s not a difficult conversion. It’s already in seconds so just divide by 60 to get minutes (60 seconds in a minute) and divide 60 again to get hours (60 minutes in an hour). If you need to know how fast your current load will drain your battery, just divide the total Joules of the battery by the total Wattage being consumed to get the number of seconds.
It’s not difficult yes, but the terminology can still be a bit confusing at times if your not too familiar with them.
So I don’t think he said it not knowing that, just a slip up with the tongue
@minecraftgigachad9368 why what’s the merit in that? Unless power consumers use the same unit it just becomes a greater headache. And all it does is make numbers smaller by a factor 3600. 😅
No power is energy over time. The power in this case is wattage and a joule is a measurement of time for energy. Power is universal all power is measured as energy over time in this case we are talking electrical so the energy is measure in watts it is a 1 to 1 ratio in seconds. I'm a master electrician and have been for 44 years more than happy to explain any electrical, electronics, avionics to you guys. This game has some mega lifelike mechanics the developers of this game nailed that part. As far as the mechanics, physics, stats etc. it's to the T
how about disconnect circuit by switch (any switch), still counted as Potential Load ?
Batteries use jewels?
Battieres use je
Thank you
It's nice but it does not cover how to replace 4 small generators by 1 large one + automation. It's possible to use only large generator actually. saving heat and space.
I'm sorry, I just do not get the reason to use a transformer. A circuit can handle 1000 watts if you use normal wire and that doesn't change when using a transformer, does it? I do realize thats probably not right, but I just do not get it.
The transformers bridge 2 different circuits, a high side and a low side. They allow you to run a large backbone circuit on the high side of 20,000 watts (heavy Watt wire) or 50,000 watts (heavy conductive Watt wire) on which you connect all of your batteries and power generators. Then on the low side you can connect to a separate 1000w circuit using regular wire.
@@bughouse26 I think what makes me stumble is when I can put loads of stuff on a circuit. That’s only the regular wire or the conductive wire that determines that, right?
Right now I have 4 coal generators to one side of my base, and they each supply power to one circuit with a smart battery. One generator to one floor of my base, I mean. They are not connected with heavy watt wire or a transformer. That works and to some extent, I can run the conductive wire to pull more than 1K of power off any of the circuits, but it does struggle on occasion. Even though the conductive wire should be able to handle at least 2K of power consumption. That’s what I really do not get.
@@h.j.taaning2183 Not sure what "struggle" means and I can't tell by your comment if you're saying A) all the coal generators are connected to a smart battery that is then connected to all the consumers or B) if each coal generator has a smart battery that is connected to its own set of consumers. Your comment that conductive wire should be able to handle at least 2000kW is incorrect, that is the max it can handle. So in A you would be overloading your wire as soon as more than 2000kW worth of consumers were active. In B you would be overloading your wire again as soon as more than 2000kW worth of consumers were active but also running out of power due to a single coal generator only producing 600W.
I think what you're wanting to know is when can you connect many consumers without worrying about overloading wires. The answer is, you can't. You always have to pay attention to current and potential load to ensure you don't exceed 2000kW (for conductive wire).
How do you cool the transformers on the power spine?
The surrounding environment has plenty of chill. Unless they are in a vacuum, no need to provide cooling for them in most cases.
What about plug slugs?
When you say "10 W = 10 W/s" what you should have said is 10 W = 10 J/s. I'm not aware that W/s has a name and would represent a change in power over time. 10 W/s would indicate that the power grows by 10 Watts every second. This game should probably use kWh as its unit of energy instead of J.
need to get electrical engineering lesson to manage the electric in OnI
TY
When you tell "watts" you really NOT actually mean watts per second etc. You mean current (just now) power LOAD. Here is no time component involved. And only when you start talk about watt*hours or joules, then you start talking about amount of power CONSUMING, and here is where time find its place cuz you consuming in time.
A better way to describe watts vs joules is by comparing it to spending liquid fuel; joules are like liters, and watts are like liters per second. You said "watts per second" in this video, which is a dead giveaway for not really getting it
shouldn't the sequence be : power generators -> batteries -> transformers -> consumers
instead of power generator -> transformer -> batteries
Little disappointed you dident talk about how you can never use heavy watt wire insted use automation and power transformers to fast swap between batteries and only ever need to use t1 wire
10W per second? Man xD 1 W is 1 J per second... W/s would be some kind of acceleration of amping up power xD
You hooked up your transformer backwards, that may be part of your problem.
Cyclical molten salt/salt gas chambers :)
It's really odd the hydrogen generator doesn't produce water. You are burning hydrogen with oxygen... and that's pure water.
hey now do early game gas flow. i'm talking before we have pipes and pumps.
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hahaha heavy watt wire goes brrr