Stop or Reduce Mechanical Power Usage When Building Is Idle / Not Functioning
When you pause a building (or flood it), it ceases to use mechanical power. If the building is currently idle or in a non-functioning state: no resources, worker is not inside, or there are no available workers that can be assigned to it; the building still uses mechanical power.
My suggesting is that when the building is idle or non-functioning it uses no or less mechanical power during that time.
Comments: 40
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07 Sep, '22
Jcheung Adminregarding engine, experimental branch has a significant reduction to log consumption
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18 Sep, '22
MasterBeaver MergedAs the title says. It would make sense to shutdown the carousel when not in use, thus saving power.
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19 Sep, '22
Gin Fuyou Admin"Carousel keeps spinning and using power when not in use" (suggested by MasterBeaver on 2022-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '22
TIMIt is odd, that when, lets say Lumber Mill, is full and can't produce anymore it still uses power. I noticed, that when beaver gets more raw material, it will not consume power, but when it is inside idle, it will take max power. It makes power management so micromanaging, every time your stockpiles are full you need to go stop all production and vice versa. In the endgame who cares, but in the beginning and midgame, specially when I rely on energy banks and I waste my stored energy on idle production. Would love to see that changed, makes life easier.
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27 Sep, '22
Lutenar MergedI'm sorry if this issue has already been reported.
I believe power is always drawn by buildings that need it, whether they are active or idle. Power should be drawn only if the building is actively producing something (items, science, etc).
It becomes a problem in drought period, when idle (but not paused) buildings are uselessly sucking energy out of my gravity batteries.
Cheers! -
16 Nov, '22
Tom Leys MergedIf a Gear Workshop has an employee sitting in the doorstep:
1. I see that a fraction of energy is being used by the gear factory
2. I see in the neighbour Lumber mill that there is insufficent power (<100%)
When:
2 Power wheels are spinning
Paused Gristmill, Paused Lumber Mill
Active Lumber mill (shows 37 watts available)
Active Gear Shop, but idle - Beaver is sitting in doorstep (no lumber to use)
6 Compact Water Wheels in idle stream -
17 Nov, '22
Gin Fuyou Admin"Power draw on idle buildings" (suggested by Lutenar on 2022-09-27), including upvotes (3) and comments (1), was merged into this suggestion.
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22 Nov, '22
Svetlin TotevThis should also apply to the powered water pump.
I think it should draw power proportional to the water transfered. So at 0.5 cms it should be full power, at 0 cms it should be 0 hp, etc... -
27 Nov, '22
MikeEllisI'm having a similar issue, The gravity battery keeps discharging into the golem power stations if they are occupied or not. The only way to stop it is to pause the gravity battery when it is not in use, otherwise, it discharges quickly. I'm running Windows 10, all updates, and the latest version of the game.
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18 Dec, '22
Sanguinus MergedWhen a building is not actively paused, but is not producing for another reason, e.g. because its internal storage is full, it still counts as actively producing for energy consumption. Energy consumption should be zero, when no products are created.
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18 Dec, '22
Jcheung Admin"Energy consumption for not producing buildings" (suggested by Sanguinus on 2022-12-18), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Jan, '23
Wolf21 MergedPlease make it so, that buildings that are inactive (output full/worker getting resources) do not use up power from the grid.
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16 Jan, '23
Just a guy MergedMake the mechanical pumps stop drawing power, when they are not pumping water.
Self-explainatory. Possible duplicate.
Scenarios where IMO the pump should stop drawing power:
1. When it is flooded
2. When its output level is high enough to stop the water transfer
3. When there is no water to pump on the input side
Considering the stability issues and quick state switching, Turn off the pumps on when above 0.9 tile on output, turn back on when below 0,8. Similarly on input, set the "insensitivity", between 0 and 0.1 tiles?
EDIT:
I like to create self-regulating systems with these pumps. But they are a huge power draw even when they are not really doing anything.
This means I have to balance resource cost (power) vs player annoyance (manually switching the pumps off and on) -
21 Jan, '23
Gin Fuyou Admin"Power Distribution" (suggested by Wolf21 on 2023-01-09), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan, '23
Gin Fuyou Admin"Make the mechanical pumps stop drawing power, when they are not pumping water" (suggested by Just a guy on 2023-01-16), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Feb, '23
DanEssentially, if a building isn't spinning or pumping or whatever, it doesn't make sense for it to be drawing power.
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10 Feb, '23
Colin Dawson MergedI have a Gear workshop that is turned on. So it needs 120Hp to generate it's goods. However. my storage is full, so there's no work to do to as there's nowhere to for any created gears to go. The animation shows that the building is not doing any work. However, the power grid is still being drained of the 120Hp because the building is turn on.
The attached screenshot shows my gear workshop, it's storage, which is full, and the power usage, but as the workshop isn't doing anything, why are the machines using power?
As the beavers are clever enough to make the building and power grid in the first place, they should also be clever enough to not require any power when they're not actually making any goods, even though the building is turned on.
The same should be true for all other buildings as well. -
26 Feb, '23
Eric MergedThere was a note in one of the recent updates that said buildings not in use won't use power-- can we extend that to include buildings not currently producing anything? Example if a building is full or lacks materials it's not actually making anything but still draws power. It should only draw power when it's actively making something.
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04 Mar, '23
Jcheung Admin"Buildings user power when not working" (suggested by Eric on 2023-02-26), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Mar, '23
Gin Fuyou Admin"Builds not producing goods should not use power" (suggested by Colin Dawson on 2023-02-10), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Mar, '23
Hai MergedI have a big power grid and a lot of factory buildings. When my stores of the target products are full, the factories just sit idle and do nothing, but seemingly still consume the full power.
E.g. an Explosives Factory that already has 5 explosives in its inventory just sits there idle, doing nothing. Only when I pause the buildings they don't consume this power anymore.
I feel it would make a lot of sense if idle buildings didn't consume this mechanical power. :)
Beaver on! -
17 Mar, '23
Gin Fuyou Admin"Idle workplaces shouldn't consume power" (suggested by Hai on 2023-03-11), including upvotes (1) and comments (0), was merged into this suggestion.
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13 May, '23
Quax MergedIt seems that energy-consuming buildings always consume energy, even if they are idle - i.e. when the working time just begun, but the workers are still on their way or when a rarely-used facility (like smelting in early game progress) has filled its little storage capacity and is therefor shut down. Especially in the smelting facility this is not satisfying, as it consumes so much energy compared to sawmill and so on in my little "wind-mill-factory-park".
I suggest to build in some kind of "starting and stopping machines by working beavers", so that the buildings are set to some kind of brake (like in the non-working-time), but not paused, so that all consumption goods are not emptied. -
20 May, '23
Gin Fuyou Admin"idle buildings should not consume energy" (suggested by Quax on 2023-05-13), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Oct, '23
Quax MergedA beaver tries not to be contaminated. If successfull the decon tanks can stay empty and are just a security. Unfortunately they still use energy... Please make them use energy only when in use, like the common working place.
It's no fun to manually pause and de-pause they when they needed (and maybe it's forgotten in the needed moment). -
06 Oct, '23
Gin Fuyou Admin"Toggle off decontamination tanks automatically when not in use" (suggested by Quax on 2023-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Oct, '23
Nicolas DUPRE MergedHello Team,
One think I finding little bit frustrating is to see my battery discharging while the beaver is on his way to reach the factory. The same feeling when 3 factories having their storage full consumming 100% of required power.
We can imagine, the factory consumming only 10%/25% of the required power while they are idle when beavers are outside of the building / waiting for material or space for storage.
Thank a lot.
Best Regards,
Nicolas D. -
09 Oct, '23
Gin Fuyou Admin"Power - Building consumes power only when the production is in progress" (suggested by Nicolas DUPRE on 2023-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Nov, '23
Sean MergedSo say I fire up a wood workshop, fill up on treated planks but don't wanna pause the building because I will surly forget to un-pause it at some point. That building will just sit idle with the beaver chilling on the doorstep. To me, that should stop the draw on the power network logically. The tool-tip on the building says zero but it definitely draws power sitting there idle.
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08 Nov, '23
Gin Fuyou Admin"Power consumption should stop when the building is idle" (suggested by Sean on 2023-11-04), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Nov, '23
Jcheung Admin"power bug" (suggested by miki on 2023-11-16), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jan
bima Mergedwhen not operating or processing, i suggest the structure doesn't consume energy. For energy saving in the batery or else.
e.g: when beaver are not processing (like when bring/ deliver goods,or else), the structure should not consuming energy -
05 Jan
Gin Fuyou Admin"energy consumtion when iddle" (suggested by <Hidden> on 2024-01-03), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Jan
aUnrealUncivilEngineer MergedThe power usage of a building drops to zero when the beaver goes home but if he is sitting there waiting on crops the building is still using full power (even if it is 1/2 staffed)
If i have a building at 1/2 staff it should not use full power
If building is waiting on material it should not be using power
Having a option on attractions and the number cruncher to turn on/off at day/night would be nice, attractions do not need to run during the day and i have lots of excess power at night i could shove into number cruncher(s) (at least till you start using bots) -
03 Feb
wood paw Merged1. Suppose the building is not producing anything,
because not enough materials,
or the last worker beaver in that building is currently out to get materials.
or no storage to store the output, full already.
The building is not producing , right ?
it shouldn't consume power ^_^.
I am not sure, but ... if the building is for " bot ", and the bot are go out to get materials, I think the building is not consuming power already. this is good ^_^.
make it happen to " the beaver " too please.
2. for ironteeth beaver bot.
if the charging station is currently not charging anyone, ...
it shouldn't consume power ^_^.
sorry for bad english. -
03 Feb
Gin Fuyou Admin"Buildings use power while waiting on resources" (suggested by <Hidden> on 2024-01-29), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Feb
Gin Fuyou Admin"building which are not producing should not consume power" (suggested by <Hidden> on 2024-02-03), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Feb
Neamow MergedIt doesn't make any sense for workshops, lumber mills, bot charging stations, etc to keep consuming power they're connected to when they're not currently being used.
I'm not talking about when they're paused, since that correctly makes them not use power, but when they're full or missing ingredients, so they're not actually performing work.
Especially in a situation where you have a block of such buildings and your power is not satisfying them 100%, but it would satisfy all active buildings if the inactive ones weren't wasting power. -
20 Feb
Gin Fuyou Admin"Buildings shouldn't consume power if they're not being actively used" (suggested by <Hidden> on 2024-02-16), including upvotes (1) and comments (0), was merged into this suggestion.