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As for anti-matter - dyson spheres never disapper or run out of juice so you will very soon come to the point where you have way more antimatter than you can use for science. Not to mention that unlimited upgrades have diminishing returns in terms of their efficiency. So scaling up your science becomes pointless after some time.
1.) solar / wind rings around planet to equator, and between 1 and 2 zones so total 5 rings. If starter planet has solar >100% have made only solar rings, if wind >100% wind turbines close as possible, and solar between.
2.) thermal, burns energetic graphite or hydrogen.
3.) dyson swarm up. Nothing insanely big, 40 guns has worked for me. That I have put farthest planet in system.
4.) fusion.
5.) dyson sphere, slowly at first, even with 1 launcher, helps. Point I have had, is just to get it going so it builds itself in background.
As sphere gets up and running, I have removed first thermal and then fusion.
I think idea is not to build too fast, so your energy generation can keep up. First times I had no energy problems, but now that after multiple starts it has come an issue, because it is a lot faster put too many factories up just using blueprints and energy requirement goes up way too fast.
This time I started a 1x resource, no proliferator, game and so far (all color cubes) only used windmills and solar panels to not waste my now limited coal supply. Although I do use coal and excess hydrogen to produce, with new reform recipe, more refined oil to cut down on the need for crude oil.
Plan on reaching the end reseach goal like this without even leaving my home star system. Will be a bit slow, only producing on cube per second, but its just a way to get me out of my comfortable unlimited resource zone. Once done with that the expansion to other systems and unlimited white cube production should follow....
Caring about burning virtual coal in a game but not caring about wasting power for real is a pretty clear case of misplaced priorities.
Lamps in video games use real electricity.
Roughly 60% of the Solar Panels will be facing the sun to generate power, then the Wind Turbines obviously have 100% up time. In total, it generates about 450 MW of power.
I obtain the high-purity silicon by smelting stone into silicon ore. I also automate foundation in order to pave the way over water.
After this, I switch to fusion power. Not too long after fusion power, I'm constructing my Dyson Sphere and will transition over to Ray Receivers on another planet powering Energy Exchangers to transport power all over the cluster via Accumulators. Then in the end game I switch to anti-matter fuel rods and Artificial Stars.
As for hydrogen cells, yeah, I skip them every time too. THey are pointless for energy generation: rod itself is worth 54 MJ, while hydrogen it needs is 90 MJ. You actually lose energy by converting hydrogen into rods. Not to mention that they need titanium, and when you have it you are one step away from fsuion anyways. They are kinda okay for powering mecha because they allow for more energy density per item stack but early on, but you dont really need them - graphite is just good enough to get the job done.
Then the planet closest to the star had 130% solar, so I put a belt of panels around the equator there and got an excess of 1.4 G that I export back to the starter with accumulators. That gives me 1.8 G to work with on the starter planet which easily got me to being ready to produce white cubes.
I put a swarm around a nearby blue giant which produces 9 G, but I don't actually need any of that power yet. I just use it for photon creation for white cubes. Starter planet still running fine on the original setup of 1.8 G from in system generation.
I never burn anything for power. It just isn't needed in the early or mid game.
Converting coal into Energetic graphite will always be a more efficient solution, if you're just burning raw coal.
If you are burning Energetic Graphite, I would highly recommend spraying your fuel rods with Mk2 Proliferator as well. Both the Fuel and the Proliferator only need coal as the base ingredient so you can feed both from the same coal patch, enhance it, then burn it for an immediate 20% bump in power over regular Energetic Graphite (which, itself, is a nice bump over coal). A single coal patch can easily feed 20-30 Thermal Power Stations for a while (at least until you get better fuels, like FireIce, Deuteron Rods, etc...
Two words... "LAVA" "PLANET"
The recently added 'Geothermal Power Station' is a boon to your power grid if you have a Lava planet in your starting system. If you're lucky or plan it right, your lava planet could produce excess power that you can ship back home via Accumulators and Energy Exchangers. (Fill empty accumulators via exchangers on the planet with extra power, then ship the full accumulators back home via logistics, then use more exchangers on the low power planet to extract the power into your local grid, send the empty accumulators back to the extra power planet, rinse/repeat in a constant cycle.)
The other thing I use every game (on almost every planet early on) is the above mentioned 1-3 rings of solar panels around the equator of planets.
There is also a bit of variation in the strength of Wind and Solar for each individual planet (when looking at its info panel) - when at all possible, try to work with the planet's stronger renewable candidate first before moving on the 2nd renewable source.
FireIce, once you get enough Orbital Collectors and Vein Utilization levels, can be obtained infinitely from an Ice Giant if you're lucky enough for your home planet to be orbiting one in your particular game (as opposed to a regular Gas Giant which only gives Hydrogen and Deuterium). Can simply run excess of both FireIce and Hydrogen from an Ice Giant straight into your TPSs.