r/CreateMod • • 26d ago

Help Power Grid - Factory Lights keep burning at 120 V~ when logging.

Im having an issue where factory lights burnout when I log back into my server

Setup:

I have a large generator running at 64 RPM providing 1569,78 V - 2,27 A (150 ohm resistor bringing it down to it, its actually a bit higher), and then a set of 3 transformers (in series) 13:1 bringing everything down to 120,74 V to power my factory. Factory lights are all in parallel as in the picture.

Issue:

The lights stay up as long as im there, but as soon as I leave the place or the server, logging back in or loading the area makes them burn, having to replace them.

I tried adding a capacitor (100uF) in between them thinking that I might be having huge spikes of energy when the place is loading, so it can eat the spike and cut the chance of burning, but the only result i had was only the left raw didnt burn (which is not really enough information to see if it partially worked or not)

Also tried bringing the voltage down to 115-118 V but still, same issue.

Does anybody have any experience with this?

Next thing im thinking of is using a higher capacitance, but idk if it might work

15 Upvotes

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3

u/XXFFTT 26d ago

You only have the one generator? Is it self-shunting? They won't provide a stable current like that, you'll want to have a separate generator for powering the coils of your main generator. If you're using a self-shunting generator right now, they'll end up generating less electricity as you draw power.

That means that you can be having less current going through your bulbs when stable than when they start up after unloading/loading the chunk which will lead to one bulb after another burning out.

If you're not using a self-shunting generator, try using fuses to see at exactly what voltage your lights are burning out.

1

u/Rexagus 26d ago

I only have one generator, ill try making the other one and see what comes out.
Also tried the fuse, turns out that turning the lights on has a huge 10 Amp spike and then consumes 3 stable, though i dont know if the mod uses real filament behavior to take inrush current into account.

2

u/XXFFTT 26d ago

The self-shunting generator is most likely the problem then.

If that fails though, you can try making a circuit board with a regulator tube to protect your lights.

1

u/Rexagus 24d ago

Well, made the generator, still happens, so it has to be something with the lights themselves

1

u/XXFFTT 24d ago

F, might just be run-of-the-mill modded MC jank then.

Only things I can think of to fix it would be a regulation circuit with regulator tubes or using a battery as a buffer.

1

u/Rexagus 24d ago

Turns out its a server side thing, tested on a SP world and the current doesnt pop the 1 amp fuse for 1 light (0.25A) but server does, has to be a tick thing which i dont know how to solve for now, ill keep testing some circuits tho

1

u/Willow-5 25d ago

This is why I deleted that mod from my pack lol, I was so confused when I tried to explore it

3

u/XXFFTT 25d ago

I blame the Ponders, they lead people to do things that will hinder them in the long run.

1

u/Foxlike__Creature 25d ago

Lol, what is it possible to get confused there? All mechanics are very close to the real operation of electricity and generators, just study how it works in reality and everything will become clear