Solar Panels do not output energy to assemblers/refineries
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Solar panels don't seem to work correctly. I'm playing on Mars, which naturally has no atmosphere and thus wind generators cannot be used. However, whenever I try to use a solar panel, regardless of how high the Max. Output is, the Current Output remains at 1kW, even when I'm trying to use power. The solar panel didn't power my Basic Assembler to make Power Cells, despite the assembler being turned on, full up on materials, plenty of space in the output inventory. The max. power of the solar panel reached over 140kW at some points in the day, but still yielded no power to my basic assembler.
Likewise - I built a new grid with nothing but the solar panel, a few armour blocks and a solar panel and nothing works. Add a refinery and the refinery worked fine. This was on the moon.
It appears that the amount of energy that the Basic Assembler is requesting and the amount it receives is very slightly different - it says it needs 1kW and gets one kW but it keeps saying "no power" in the production window. This only happened this afternoon - I built a new grid on another server this morning and it was fine.
Trouble MAY be with the Advanced Assembler too, but people usually have batteries by that time - we need the Basic Assembler to actually build the power cells that we need to build the batteries to act as a buffer. :(
Likewise - I built a new grid with nothing but the solar panel, a few armour blocks and a solar panel and nothing works. Add a refinery and the refinery worked fine. This was on the moon.
It appears that the amount of energy that the Basic Assembler is requesting and the amount it receives is very slightly different - it says it needs 1kW and gets one kW but it keeps saying "no power" in the production window. This only happened this afternoon - I built a new grid on another server this morning and it was fine.
Trouble MAY be with the Advanced Assembler too, but people usually have batteries by that time - we need the Basic Assembler to actually build the power cells that we need to build the batteries to act as a buffer. :(
Just to point out also: There's no way that those of us doing a fresh start on the moon or space (or anywhere else without wind power) can progress onto anything more than a simple refinery and a survival kit for production - nor can we even make batteries. This needs to be fixed ASAP.
Just to point out also: There's no way that those of us doing a fresh start on the moon or space (or anywhere else without wind power) can progress onto anything more than a simple refinery and a survival kit for production - nor can we even make batteries. This needs to be fixed ASAP.
Update: I have attempted to use solar panels on a different Public Test server, with similar lack of success. As Marcus noted, for those of us who start on a moon, space or Mars, progressing beyond simple refineries is impossible as making power cells is impossible. I can't even make hydrogen engines, as they require 1 power cell. Please try to fix this as soon as possible.
Update: I have attempted to use solar panels on a different Public Test server, with similar lack of success. As Marcus noted, for those of us who start on a moon, space or Mars, progressing beyond simple refineries is impossible as making power cells is impossible. I can't even make hydrogen engines, as they require 1 power cell. Please try to fix this as soon as possible.
I think this is a misunderstanding of the power requirements. I used solar panels in space with a basic assembler and got it to work just fine (though I had to have quite a few of them to do it). I doubt it's different in space and on planets. But... what I did notice is that whereas the Basic Refinery would run off of partial power, the Basic Assembler would not. The way I read the info panel is that both require 1 kW of power when on standby (I think that's the right amount), but the Basic Assembler requires something like 280 kW of power to operate at all. Unlike the refinery, it seems to be all or nothing. The key point is that the 1 kW is not the minimum to actually use the equipment. I'm pretty sure that's just its standby power. ;p
I think this is a misunderstanding of the power requirements. I used solar panels in space with a basic assembler and got it to work just fine (though I had to have quite a few of them to do it). I doubt it's different in space and on planets. But... what I did notice is that whereas the Basic Refinery would run off of partial power, the Basic Assembler would not. The way I read the info panel is that both require 1 kW of power when on standby (I think that's the right amount), but the Basic Assembler requires something like 280 kW of power to operate at all. Unlike the refinery, it seems to be all or nothing. The key point is that the 1 kW is not the minimum to actually use the equipment. I'm pretty sure that's just its standby power. ;p
The trouble there is that the 2 solar panels I had BOTH had maximum outputs of higher than 140kW so, by that reckoning, it should have been working... instead they just HALVED the output to 0.5kW...
The trouble there is that the 2 solar panels I had BOTH had maximum outputs of higher than 140kW so, by that reckoning, it should have been working... instead they just HALVED the output to 0.5kW...
My angle wasn't didn't get me the full output from the Solar Panel, so it took me 3 of them and I had to disable the Basic Refinery while using the Basic Assembler. Once I had a battery, that problem went away.
My angle wasn't didn't get me the full output from the Solar Panel, so it took me 3 of them and I had to disable the Basic Refinery while using the Basic Assembler. Once I had a battery, that problem went away.
Alright, so I took some time to set up a test. Here's what I found (repeating what I think everyone already knows for clarity):
Okay, so back to my test. I started a Creative game and created a grid with just the Basic Refinery and the Basic Assembler. I set up my test so that Solar Panels would have a good angle with the sun. I already know from my earlier Survival game that they work just fine, but at a reduced output, when at an angle, so I wasn't testing that again. As a result, every Solar Panel that I added during the test had a Max Output of 159.35 kW.
First I added a single Solar Panel and then put some Stone in the Refinery. It worked, but it would flicker on and off. This is the caveat I was talking about above. One Solar Panel was not enough to meet the Refinery's Max Required Input so it should never have activated. Instead it seems that it activates, overloads the power system, the power system shuts down and the Refinery stops, the power system restarts and then the whole process repeats.
I then tried using the Basic Assembler and it did exactly the same thing as the Basic Refinery, flickering on and off (due to overloading the power system) and eventually producing its products. I didn't expect it to do that because it had not worked off of just one Solar Panel during my Survival game, even though the Basic Refinery did. During the Survival game, the Basic Assembler that I built wouldn't even activate until I had multiple Solar Panels and disabled the Basic Refinery since I didn't have enough power for both. I don't think is was a difference between Creative and Survival, I think it's due to the amount of power each Solar Panel was generating.
Then I tried using both at the same time. And, again to my surprise, both flickered on and off as they repeatedly overloaded the power system, but both eventually produced products.
So, in conclusion, the behavior is unstable and somewhat unpredictable when you don't have enough power to meet the Max Required Input of all of the devices that are currently trying to operate plus the Idle power (which is reported as Required Input when the device is idle) of any devices that are enabled but not currently trying to operate. But, if you do, then everything works as expected. What makes it confusing is that the devices will sometimes operate when really they shouldn't, which then makes the meaning of the labels "Required Input" and "Max Required Input" confusing, especially since "Required Input" is more like "Current Input" rather than what you need to do what you're trying to do.
Alright, so I took some time to set up a test. Here's what I found (repeating what I think everyone already knows for clarity):
Okay, so back to my test. I started a Creative game and created a grid with just the Basic Refinery and the Basic Assembler. I set up my test so that Solar Panels would have a good angle with the sun. I already know from my earlier Survival game that they work just fine, but at a reduced output, when at an angle, so I wasn't testing that again. As a result, every Solar Panel that I added during the test had a Max Output of 159.35 kW.
First I added a single Solar Panel and then put some Stone in the Refinery. It worked, but it would flicker on and off. This is the caveat I was talking about above. One Solar Panel was not enough to meet the Refinery's Max Required Input so it should never have activated. Instead it seems that it activates, overloads the power system, the power system shuts down and the Refinery stops, the power system restarts and then the whole process repeats.
I then tried using the Basic Assembler and it did exactly the same thing as the Basic Refinery, flickering on and off (due to overloading the power system) and eventually producing its products. I didn't expect it to do that because it had not worked off of just one Solar Panel during my Survival game, even though the Basic Refinery did. During the Survival game, the Basic Assembler that I built wouldn't even activate until I had multiple Solar Panels and disabled the Basic Refinery since I didn't have enough power for both. I don't think is was a difference between Creative and Survival, I think it's due to the amount of power each Solar Panel was generating.
Then I tried using both at the same time. And, again to my surprise, both flickered on and off as they repeatedly overloaded the power system, but both eventually produced products.
So, in conclusion, the behavior is unstable and somewhat unpredictable when you don't have enough power to meet the Max Required Input of all of the devices that are currently trying to operate plus the Idle power (which is reported as Required Input when the device is idle) of any devices that are enabled but not currently trying to operate. But, if you do, then everything works as expected. What makes it confusing is that the devices will sometimes operate when really they shouldn't, which then makes the meaning of the labels "Required Input" and "Max Required Input" confusing, especially since "Required Input" is more like "Current Input" rather than what you need to do what you're trying to do.
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Thank you for your feedback! Your topic has been added between considered issues.
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Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Mars has an atmosphere, but not one high in oxygen. Wind turbines would work on Mars.
Mars has an atmosphere, but not one high in oxygen. Wind turbines would work on Mars.
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