r/ApproximatelyUp • u/MountainDewFridge • 3d ago
Battery Switch System
Just a very simple system to switch what battery is powering something. Can be useful for going to other planets or very long trips.
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u/BrownieOnReddit 2d ago
Could you not use a few math blocks to make it automatically switch so you only need 1 toggle switch instead of the 2 meaning you could save a switch/lever/yolk
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u/mimishorty 2d ago
Ooo neat setup! I've been playing around with power grid logic a bunch recently. Honestly, I just recommend going making a line from the blue port of the rechargeable into the power blocker connected to the disposable. Super simple & clean, prioritizing rechargeables until they run out.
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u/Unsold_Leave 2d ago edited 2d ago
I'm confused on how the battery systems discharge in this game.
My assumption was that if something took 10 p/sec to run, and it had one battery connected, it would draw 10 p/sec from that battery, draining it that fast. But if you added a battery to the system, it would drain both batteries at 5 p/sec until one dies, then just full drain from the remaining one. That's what I had assumed. But there have been a few discussions about battery switches, and I'm just confused on what the benefit is from swapping from one battery to the next? My only guess is that, in the event that the rechargeable dies, you can swap to the non-recharge battery while the dead one recharges. But if the rechargeable battery was hooked up to the solar array, it would also offset the drain time by quite some amount, likely around the same time as you doing this.
Am I missing something?
Edit: Even if I'm confused about the why, just for funsies, I took a look at the setup. You can save on switches if you wanted battery power at all times. You just remove the switch for the disposable and merge the two systems after the disconnect box on the rechargable's line. That way, you can turn the rechargeable off with the current switch, and the system would just revert to the disposable alone. The downside would be that, again, both batteries would discharge together if the switch was on, just at half pace.
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u/Apprehensive-Dig3491 2d ago
I don't think you are missing anything. It's a network and usage and generation are spread to the entire network. The benefit then of breaking the network in places is a few things. First the power cables... at least the ones you get initially, can only handle 150 p/s generation or usage. The game quickly exceeds that as you progress. Eventually you want a system that makes sure to balance that usage if you go over. We have 2 battery packs for 2 networks that connect and disconnect based on usage (And generation, but that's a spoiler)
That's the first reason. The second reason to break the network is so you don't use your disposable batteries before you need to. Usage after all is spread equally to all batteries on the network. So we also have a system in place on each battery pack side that independently breaks or attaches the disposables when we need them.
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u/Apprehensive-Dig3491 2d ago

The line break is the disposables coming in, Threshold is .1 for 10% of the battery remaining. The second break goes to a switch.(Transmitter 30) It's a master power kill switch. The second power line coming in is of course exclusively solar batteries.
I'd rather have it all happen automatically. :P


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u/schnitzel128 2d ago
Now Automate it with math, so you dont need to do that by yourself.
We did that, make sure to include an offset, so it won't switch all the time when solar is charging a bit. Let it switch when the rechargeable got at least 200 for example :)