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RE: A guide to Energy
Posted: Mon Jun 16, 2014 12:39 pm
by BlueTemplar
ORIGINAL: Sylian
More interesting would be if compnonents that use static energy cease to function (like recreation centers and so on) Maybe i will have a look into that in the future.
It would seem that "semi-active" components (I've tested Construction Yards + Manufacturing Plants, Energy Labs, Gas Extractors) do not need energy to function. They seem, however, to still use energy if any is available (you can see fuel being burned).
It would seem that you can, for instance, design a gas mining station (with no shields, weapons or energy collectors) with the reactor and fuel cell components in the last order of being built, cancel the construction just before they are built, and the station will function without any problems (saving you fuel and some resources in the process). (There is, however a consequence if you cancel early : the construction ship will not drop the extra resources the station might need for retrofitting, so your freighters will have to waste some time bringing them in (or other freighters, where this might cost you some money).)
About the energy collectors :
Maybe the formula for energy collectors collection rate in systems (black hole and gas clouds excepted) is :
energy_collection_rate=energy_collector_potential_energy*(solar_energy+microwave_energy+xray_energy)*scaling_factor*(1-distance_from_star/system_radius)
where scaling_factor seems to be about 0.125(+/-0.025) considering that I saw several Red Giants have 90 total energy and several main sequence stars have 70 total energy?
RE: A guide to Energy
Posted: Thu Apr 14, 2016 5:24 pm
by Hattori Hanzo
very interesting Energy guide, but the pictures sadly are gone..

RE: A guide to Energy
Posted: Thu Apr 14, 2016 6:56 pm
by BlueTemplar
Yeah, it's a very bad idea to use Imageshack for Guide pictures, considering this kind of hosting is even less permanent than forums...
RE: A guide to Energy
Posted: Thu Apr 14, 2016 7:32 pm
by Hattori Hanzo
I agree with you, the pictures should always be added directly to the forum message
RE: A guide to Energy
Posted: Sat Jun 08, 2019 9:33 am
by chaosegg
It might be useful to add to the main post the order in which systems will begin to fail as energy needs are not met;
in other words: which systems the ship will prioritize, in which order, when it has a limited amount of energy to spend.
P.S.
physics/astronomy rants aside, let's note that DW is mostly a 2D game in a [probably more than] 3d universe that it "simulates", so discussions of "realism" should keep this in mind.
Also it would seem to me that some of the information under debate back in 2011/2012, in this thread, is now out of date due to research using particle accelerators/colliders...
or am I mistaken?
RE: A guide to Energy
Posted: Sat Jun 08, 2019 4:22 pm
by Aeson
It might be useful to add to the main post the order in which systems will begin to fail as energy needs are not met;
in other words: which systems the ship will prioritize, in which order, when it has a limited amount of energy to spend.
I believe the order of priority, from highest to lowest, is Engines, Weapons, Shields, but I could be mistaken. As to updating the original post, I doubt if that will happen unless a moderator decides to do it; Sylian's profile indicates that he or she hasn't logged in since July or posted since January of 2012.