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I didn't read the description you have now before using, but it wasn't needed. They function like any energy storage system should, excess energy is saved, then used when the balance tips to maintain output.
Basically, invest big and early in your power station. Like 3 times what you think you need. Then make as many straight shafts the small flywheels as possible. I've never had a more fun "industrial zone" build. You gotta prioritize the resources, but the pay off is unlimited!
Thank you for the in-depth description. Might I suggest copying it to the description?
Junctions are a helper tool, created with the intention of making it easier to create 'stacks' of horizontal flywheels - they don't store power, but rather redirect it.
Can I put a Paper mill on top and power it? Do they STORE power? Do i need to attach a windmill to it? What's the difference between the junctions and flywheels? Some have calculations. Some don't. Do they make power?
I play games, not an electrical engineer. Where's the description? Where are the photos?
Flywheels, flywheel by flywheeling. Use the Schwartz!
Not practical, but would be cool: being able to put a flywheel junction down that goes between two walls - a wall 2 high, 5 wide, then 3x5 empty spaces, then an identical wall, then somehow centre the large junction on top).
https://pastebin.com/keciAdW5
However, I'm experiencing additional problems, now I can't connect to all vertical flywheels.
Also, some of the textures on the Large Horizontal junction are broken.
To answer a couple of questions, this mod is actually one of the easiest to update (hence why my other mods like Pantry and Power Shaft Extensions still remain un-updated), it really just comes down to finding free time to update it I'm afraid!
I'm hoping that this should be the last update-break until whatever fun adventures await us for Update 8!
Possibly this part of the update?
"When selecting any buildings connected to a power grid, all objects in that grid are now highlighted - this includes shafts and batteries."
Could not load type of field 'Battery.Flywheels.FlywheelSystem.FlywheelAnimator:_transputSpecificationsProvider' (1) due to: Could not resolve type with token 0100000f from typeref (expected class 'Timberborn.MechanicalSystem.ITransputSpecsProvider' in assembly 'Timberborn.MechanicalSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Timberborn.MechanicalSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Timberborn.MechanicalSystem.ITransputSpecsProvider member:(null)
@scroller yeah, they’ll lose power over time (as a means of balancing them). If the power network is using more power than is being generated (power storage is ‘in use’), or if there is no input or output at all, then they will start experiencing this loss. It’s purely to help balance them. The larger and framed flywheels experience less loss, so you might have more luck with a framed variant!
you have a set amount of power that is used and a set amount is stored
whatever you make in excess of what is used, gets stored. if your excess is only a small amount, then what is stored will charge very slowly, and when not enough will be used very quickly.
so the end result is that you will likely need to have more power being made (wheels, etc) and likely a bit more storage as flywheels.
If I'm understanding what you're saying, it sounds like I would need dozens or more to last through even a short drought. How much power does a single flywheel lose overnight, exactly? Is it related to how much power is drawn during the day? That could partially explain what happened with mine.