Stranded: Alien Dawn

Stranded: Alien Dawn

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[RF]Dr.Gonzo Mar 10, 2023 @ 10:24am
Naming control circuits
Is there a way to assign names to the circuits e.g. "Heating" ?
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Showing 1-6 of 6 comments
Furball Mar 11, 2023 @ 9:13am 
+1 to this... that would make it very convenient, especially if you've been playing multiple games and have been assigning circuits differently due to what's available or not.
Lakota Pride Mar 11, 2023 @ 10:56am 
would love to be able to connect more circuits also .. right now the max is 10 different circuits.. that wont do it with as huge base and multiple weapon groups that rely on movement detector
gizmo6023 Mar 12, 2023 @ 9:30am 
Originally posted by Lakota Pride:
would love to be able to connect more circuits also .. right now the max is 10 different circuits.. that wont do it with as huge base and multiple weapon groups that rely on movement detector
There is a solution, likely not a great one but it works for me.
Set up each defensive position ( or groups ) as a stand alone then the circuit is isolated from the rest and the default can be used for each. I have used this on several larger bases to reduce having to string power lines all over the map and reduce the possibility of critters cutting power during an attack.
Lakota Pride Mar 12, 2023 @ 11:37am 
Actually thats a great idea.. i will try that
Bjørn Mar 12, 2023 @ 11:50am 
Originally posted by gizmo6023:
Originally posted by Lakota Pride:
would love to be able to connect more circuits also .. right now the max is 10 different circuits.. that wont do it with as huge base and multiple weapon groups that rely on movement detector
There is a solution, likely not a great one but it works for me.
Set up each defensive position ( or groups ) as a stand alone then the circuit is isolated from the rest and the default can be used for each. I have used this on several larger bases to reduce having to string power lines all over the map and reduce the possibility of critters cutting power during an attack.

That is a great idea (and so is the one with naming circuits, btw).

So you keep a separate system, including solar panels or other power sources and batteries etc. for each turret position? So that it only gets powered up when needed by motion sensors and / or a switch for each position? Saves straining the main power grid when activated? It's pretty clever! :104:
gizmo6023 Mar 12, 2023 @ 4:11pm 
Originally posted by Bjørn:
So you keep a separate system, including solar panels or other power sources and batteries etc. for each turret position? So that it only gets powered up when needed by motion sensors and / or a switch for each position? Saves straining the main power grid when activated? :
Yes, each turret or group of turrets has a dedicated power system, sensor activated to conserve as much power as possible. If you have the resources available a double wall around the installation to slow the critters is a bonus as it reduces repair to the defenses while reducing the number attacking your main base. You can even build a kill box for each installation to improve the ability to reduce the attacker population while buying some time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2885940972
Not a great shot but you can see my basic setup, this one worked well enough but defenses with a kill box worked better especially if you can create overlapping fields of fire
Last edited by gizmo6023; Mar 12, 2023 @ 4:16pm
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Date Posted: Mar 10, 2023 @ 10:24am
Posts: 6