Traps in Wasteland

My question is once the batteries are completely recharged from the generator, and the timer turns off, does the battery bank immediately resume sending power to devices connected to it, now that it's no longer charging?

If true, then after the battery charging cycle, the generator would stop providing power to those devices connected to the battery bank and hand off that job back to the battery bank. This is actually the setup I'm looking for.

My only mistake was thinking the generator and battery bank could be completely turned off/then back on by a timer relay. But both need to be "constantly" running/always on.
 
My question is once the batteries are completely recharged from the generator, and the timer turns off, does the battery bank immediately resume sending power to devices connected to it, now that it's no longer charging?

If true, then after the battery charging cycle, the generator would stop providing power to those devices connected to the battery bank and hand off that job back to the battery bank. This is actually the setup I'm looking for.

My only mistake was thinking the generator and battery bank could be completely turned off/then back on by a timer relay. But both need to be "constantly" running/always on.
Batteries only send power if no power is in the circuit. For example, when a solar bank is off at night or the generator runs out of power. It doesn't have to do with being charged.
 
My question is once the batteries are completely recharged from the generator, and the timer turns off, does the battery bank immediately resume sending power to devices connected to it, now that it's no longer charging?
The battery charge status doesn't matter, but yes, whenever the timer turns off, the batteries will start powering the stuff behind it.

You can also add a switch between the timer and the batteries to manually disable the charging, in case you need to quickly get the power running again. (But not the other way around, to manually start a charge cycle, you'd need to fiddle with the timer, or just bypass it with the wiring .. )
 
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My question is once the batteries are completely recharged from the generator, and the timer turns off, does the battery bank immediately resume sending power to devices connected to it, now that it's no longer charging?

If true, then after the battery charging cycle, the generator would stop providing power to those devices connected to the battery bank and hand off that job back to the battery bank. This is actually the setup I'm looking for.

My only mistake was thinking the generator and battery bank could be completely turned off/then back on by a timer relay. But both need to be "constantly" running/always on.
I don't see any point in such a system. Typically, a battery is installed alongside a generator for only two reasons:
1 - to charge batteries for resale.
2 - to compensate for forgetting to refill the generator.

All these relays and timers also consume energy, and charging the battery consumes energy. This means such a system will simply increase fuel consumption without providing any benefit. Worse yet, if the generator runs out of fuel when the battery discharges, the system will shut down completely.
 
NGL, I like the idea of weapon and vehicle "parts" with quality ratings and different performance ratings.
At the very least I'd like to see two tiers of parts with high quality parts being needed for top tier firearms.

That way high quality parts could only go into high loot stage loot tables and would go a long way to solving the 'I can get everything from the forest' issue.
 
At the very least I'd like to see two tiers of parts with high quality parts being needed for top tier firearms.

That way high quality parts could only go into high loot stage loot tables and would go a long way to solving the 'I can get everything from the forest' issue.
I don't really like any system that is designed to force people to leave the forest if they don't want to. I'd rather see them implement things that incentivize it instead of punishing those who stay in the forest.
 
I don't really like any system that is designed to force people to leave the forest if they don't want to. I'd rather see them implement things that incentivize it instead of punishing those who stay in the forest.
I agree, but restricting good loot to higher loot stages really needs to be a thing to provide those incentives. Eventually you'll hit max loot levels even in the forest, but you'll get high level loot earlier in the harder biomes.

If you want to do a forest only playthrough, I'm fine with that meaning you still get access to high tier loot. You just get it later in your game than if you strike out to the hard biomes. Loot drops work that way now, and it's good.

What breaks the current system is your access to crafting books and materials isn't tied in with loot stage, and it should be. If you can circumvent the entire loot stage mechanic, then incentives for higher biomes become meaningless. That's the situation we're currently in.
 
I agree, but restricting good loot to higher loot stages really needs to be a thing to provide those incentives. Eventually you'll hit max loot levels even in the forest, but you'll get high level loot earlier in the harder biomes.

If you want to do a forest only playthrough, I'm fine with that meaning you still get access to high tier loot. You just get it later in your game than if you strike out to the hard biomes. Loot drops work that way now, and it's good.

What breaks the current system is your access to crafting books and materials isn't tied in with loot stage, and it should be. If you can circumvent the entire loot stage mechanic, then incentives for higher biomes become meaningless. That's the situation we're currently in.
Higher game stage in the harder biomes gives you better loot. There just isn't a loot cap. They tried that with 2.0 and got a lot of unhappy people from it, so it was removed by the next update. As far as magazines go, there isn't really any reason to limit those to game stage. They can already be a challenge to find if you're not perked into certain ones (armor, for example). Having to wait until you're higher level to have a chance to find them would just upset a lot of people for no real reason. If people want to craft things and manage to find magazines quickly, then why not? You still have to spend the time collecting magazines. You could spend the same time building your game stage and be around the same level loot.
 
I don't see any point in such a system. Typically, a battery is installed alongside a generator for only two reasons:
1 - to charge batteries for resale.
2 - to compensate for forgetting to refill the generator.

All these relays and timers also consume energy, and charging the battery consumes energy. This means such a system will simply increase fuel consumption without providing any benefit. Worse yet, if the generator runs out of fuel when the battery discharges, the system will shut down completely.
What I'm doing right now is playing around with, experimenting with electricity and all its components to see what works, what doesn't while having some fun.

I think ultimately what I'll want is a setup that actively keeps all defenses running day and night (generator) while automatically turning off the spot lights and recharging the batteries at dawn (timer relay).

I'm really digging the timer relays so far. Would love to see some more components that give you greater control over electricity and creating circuits.
 
Higher game stage in the harder biomes gives you better loot. There just isn't a loot cap. They tried that with 2.0 and got a lot of unhappy people from it, so it was removed by the next update. As far as magazines go, there isn't really any reason to limit those to game stage. They can already be a challenge to find if you're not perked into certain ones (armor, for example). Having to wait until you're higher level to have a chance to find them would just upset a lot of people for no real reason. If people want to craft things and manage to find magazines quickly, then why not? You still have to spend the time collecting magazines. You could spend the same time building your game stage and be around the same level loot.
Yes I definitely think the current implementation for loot is way better than 2.0's 'loot caps but no biome bonuses' model.

I wasn't proposing tying magazines to loot stage, but having autoshotguns, sniper rifles, SMGs and M-60s, and probably Q5-6 armour, require at least some parts that need a decently high loot stage to find. Or at least find reliably and in quantity.

Being able to craft at a certain quality level is always better than being able to find loot at that level. You get the exact gun/armour set you want, it's repeatable for multiplayer or if you play delete all on death, and you get access to Q6 gear which you can't get from looting. Plus collecting magazines at a decent rate in no way slows up increasing your level, and therefore gamestage and lootstage. This means crafting skill trivialises lootstage.

I'd much rather find that in a mostly forest playthough I'm thinking 'I can craft autoshotguns, but I don't have the parts, so maybe I should prep for a serious expedition into the snow or wasteland to try and find some' than 'yay, 75 magazines, I'm going to make four autoshotguns for everyone'.

Note that I'm a massive crafting fan, and hated the alphas when it was pretty much pointless. I directly campaigned Madmole to allow Q6 crafting, and was pleasantly surprised when that actually became a thing. I don't want crafting to make looting irrelevant, though.
 
What I'm doing right now is playing around with, experimenting with electricity and all its components to see what works, what doesn't while having some fun.
That's good. The game should be fun. Unfortunately, I don't really like the way electricity is implemented, and the nights have become brighter. So I only use electricity when I can't do without it.

I hope that in the future electricity will be recycled and I will be able to use interesting solutions.
 
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I wasn't proposing tying magazines to loot stage, but having autoshotguns, sniper rifles, SMGs and M-60s, and probably Q5-6 armour, require at least some parts that need a decently high loot stage to find. Or at least find reliably and in quantity.
There is a serious problem with the legendary parts. I've been level 200 for a while now, and I mostly spend my time in the wasteland. But the last time I saw a legendary part in loot was when I was level 70, and that was in the forest. There was a thread here on the forum about how if you have high armor skills, you get significantly fewer legendary parts, and unfortunately, that's true. I'd gladly rework a lot of my gear, but alas, I don't have any legendary parts.
 
There is a serious problem with the legendary parts. I've been level 200 for a while now, and I mostly spend my time in the wasteland. But the last time I saw a legendary part in loot was when I was level 70, and that was in the forest. There was a thread here on the forum about how if you have high armor skills, you get significantly fewer legendary parts, and unfortunately, that's true. I'd gladly rework a lot of my gear, but alas, I don't have any legendary parts.

Yes I noticed the thread regarding armour skills. That's clearly a bug. Has someone reported it?
 
That's good. The game should be fun. Unfortunately, I don't really like the way electricity is implemented, and the nights have become brighter. So I only use electricity when I can't do without it.

I hope that in the future electricity will be recycled and I will be able to use interesting solutions.
What brightness are you using? I lowered my brightness and unless I'm near a window or something, I can't see very well at all inside. And I don't even have it all the way down. I definitely feel the need for light with the brightness lowered. It may still be bright enough outside, but other than driving, I don't usually spend too much time outside.
 
What brightness are you using? I lowered my brightness and unless I'm near a window or something, I can't see very well at all inside. And I don't even have it all the way down. I definitely feel the need for light with the brightness lowered. It may still be bright enough outside, but other than driving, I don't usually spend too much time outside.
Default. I haven't touched any settings at all. I already get enough of the server's antics when it decides to spawn a bear a meter away from me.
 
Default. I haven't touched any settings at all. I already get enough of the server's antics when it decides to spawn a bear a meter away from me.
Well, if you don't like that it's brighter than it used to be but aren't willing to adjust the brightness, I wouldn't count that as something to complain about in the game. If you couldn't change it to be darker, then sure. Anyhow, I was just asking about your comment on brightness. You didn't say what you don't like about electricity, so I can't comment on that. The only thing I really would like to see for electricity is the ability to use logic gates. I can also see why people might want to connect multiple generators to a single circuit, though I don't really care about that myself.
 
Well, if you don't like that it's brighter than it used to be but aren't willing to adjust the brightness, I wouldn't count that as something to complain about in the game.
I'm not complaining, I'm just stating it as a fact.
You didn't say what you don't like about electricity, so I can't comment on that. The only thing I really would like to see for electricity is the ability to use logic gates. I can also see why people might want to connect multiple generators to a single circuit, though I don't really care about that myself.
I mentioned Factorio; I probably should have described it in more detail. There, I can add as many generating devices to the system as I need. If I don't have enough power, I just add another generator to the system and forget about it. I can't do that here. Furthermore, the power sources have priorities. The solar panel has the highest priority, the generator has medium priority, and the battery has the lowest, and they work in tandem. So, if I don't have enough solar power, the generators will start producing the necessary difference. And the batteries act as balancers; if the system is low on power, they discharge and compensate, and if there's a surplus, they charge. The switches have separate input and output, which helps us better understand how it works.

There are also logic gates, but that's a separate topic, albeit a very interesting one.
 
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