![]() ![]() So, with just 1 wall inbetween the wheels, u get the same amount of power AND get the water back to the source to repump it. you are right, i have mine just 1 wheel wide and use the space to loop it. Do you have yours only 2 wide by any chance? I made mine 4 wide (2 wheels side by side) which will double the required amount of water but also allows me to place double the amount of wheels so kinda makes sense that you can do it with 8 dumps if your system is only 1 wheel wide. But any less dumps and it would either stop for a few seconds or only run a few wheels at one time. It was just a test world modded with creative mode. Its important that they have full buffs and are 95%+ efficient. Originally posted by Speadge:when u loop it back, u can pump the water back in again u just dumped.Īnd yes, i have it running constantly with ~8 dumps. ![]() The only way you lose water to this is from evaporation so add an extra pump to where you gather your drinking water from to account for that. Have a separate pool where you gather water from. I do recommend having a run off at the end just in case but if you stay within the range you should never waste water.Īlso you should not rely on these pumps as your source of drinking water. You also need to calculate your drinking usage + the total capacity of the tank where you dump the water (in my case here 21x2x2) and only have storage for that amount of water + up to 10% extra or you'll flood. You need at least 18 pumps and 18 dumps other wise there is not enough force to power all the wheels. In the picture I have 14 wheels which produce 2520hp (46.6hp per beaver) A little less efficient than the running wheel but this is much cooler ) I've come up with a water power generator which requires 36 beavers to operate +18 haulers. You can always use those little running wheels but they generate very little power and need a beaver to operate. Not only that but you only get 7 days of wet season and 2 of those days are refilling the reservoir. Ive written it on mobile so might have typingerrors.I've been playing on hard and custom game modes and especially with the iron teeth, 30+ day droughts are harsh! the only power option you have are the furnaces which eat through your wood supply. But this still leaves the first problem and still often results in flying beavers. They now straight teleport and wait for a certain amount of time. Therefore i disabled the realistic movement of beavers in choochoo. If the navigation say roght over 200 meter but there is no road there, a beaver will just go straight right (going underground or starting to fly).īoth problems are hard to understand (the pathfinding system in general is hard to understand) but also hard to find fixes for. This is as hard of a problem as its like you are blindly following your navigation system in your car. Because a beaver needs to know when it should enter the elevator. The current system i have is VERY flawd and often bugs because of the changes made to the path after its created. The path object that is generated for each path is just a list of coordinates how the beaver should walk. Trying to implement a way for the beaver when its reached a important building. There is another big problem with the implementation of the a* algorithm. Engine (requires beaver) charges battery -> beavers go to sleep -> battery empty -> elevator stops working -> All Beavers stuck as no beaver can get to the engine. This would be the same like requiring power for beavers but worse. If there is no train on the tracks even then all beavers wait for always. This is a big downside i see mostly with the passenger stations as beavers just all wait for a train. ![]() The problem of blocking the road when the eleveator is full and therefore it might be easier to take the stairs or ladders. Because the point is far away and thefore the distance to the destination being smaller it will ALWAYS take that path over ladders or stairs. ![]() This way if a beaver tries to pathfind, it understands that far away point as a possible path to take. What is possible is adding a neighbar that is blocks away. Its based on the A* algorithm in this game, a blockobject (its the system that handles ocuupation) will track neighboirs and what type of neighboir it is (path yes or no). Sure, I did read this and thought about ways that it is possible but in the end it is exactly the same as the passenger system in ChooChoo.įirst you need to know how beaver pathfinding works. ![]()
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