TerraTech Worlds

TerraTech Worlds

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Powering Base- Am I playing this game wrong?
Hey there all. I've been trying my damndest to enjoy this game, but it's major hitch for me is powering all the expensive components at base. Am I just doing it wrong? The only solution for power I have is 1 oil node in the swamp that powers 2 diesel generators. But, unless I'm performing fern-gully-levels of deforestation, I still can't power all the components I need to craft things. Solar generators don't seem to do much and are extremely expensive, and I haven't yet invested in wind turbines because I expect much the same. Does anyone have tricks to powering their bases? I really wanna enjoy this game, not just alt-tab to it to run the 1 or 2 pieces of equipment in the base for producing my end game stuff.
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Showing 1-12 of 12 comments
caracciod Jan 22 @ 9:48pm 
you can carefully squeeze 4 liquid extractors onto it, I just did like 15mins ago. save up a stack of fuel, start with no buildings on the pool or near it, build a liquid extractor on 1/4 of the pool, build a floor piece under it, then 3 more floor pieces, where the corners of the 4 tiles meet should be dead center of the pool, each of the tiles can hold a working extractor. power them up before making the whole infastructure to make they all have production, repeat process from begining if any arent producing, only took me 3 trys to get all 4 producing oil, if you only have 1 or two extractors, just pick em up and use them to test all the spots.
Its not you. Oil based energy generation is very inefficient at this moment. Batteries are bugged and will not give you above 100 - 150 energy to grid which makes Solar energy next to useless. Wind power is the only relyable source of power at the moment.
There are 3 things you can do:
1. Place Wind generators in "sweet spot area" that gives double output.
2. Change world settings to double energy output. ( organic and diesel generators will produce same energy per unit , solar and wind energy will double)
3. Set up afk diesel production that stockpiles diesel fuel while you are asleep. This way you can use it during your actual playing.
Mitragorn Jan 23 @ 4:03am 
Originally posted by caracciod:
you can carefully squeeze 4 liquid extractors onto it, I just did like 15mins ago. save up a stack of fuel, start with no buildings on the pool or near it, build a liquid extractor on 1/4 of the pool, build a floor piece under it, then 3 more floor pieces, where the corners of the 4 tiles meet should be dead center of the pool, each of the tiles can hold a working extractor. power them up before making the whole infastructure to make they all have production, repeat process from begining if any arent producing, only took me 3 trys to get all 4 producing oil, if you only have 1 or two extractors, just pick em up and use them to test all the spots.

You can go above 4 oil extractors per oil spot. Just place it upside down. Will have some hard time connecting conduits since you cant see extractor underground. Managed to get 6 to work this way. Did no see any point of archiving 8 or playing with different placement strategy to try to get 10 or more.
Sylvaa Jan 23 @ 10:41am 
I left them running over night, with silos and wind turbines. Slept a sold-8, and woke up to oil.
pitbull9010 Jan 23 @ 12:21pm 
Originally posted by Mitragorn:
Its not you. Oil based energy generation is very inefficient at this moment. Batteries are bugged and will not give you above 100 - 150 energy to grid which makes Solar energy next to useless. Wind power is the only relyable source of power at the moment.
There are 3 things you can do:
1. Place Wind generators in "sweet spot area" that gives double output.
2. Change world settings to double energy output. ( organic and diesel generators will produce same energy per unit , solar and wind energy will double)
3. Set up afk diesel production that stockpiles diesel fuel while you are asleep. This way you can use it during your actual playing.


batteries can supply ANY NEEDS for energy, I've just connected one large and one medium to power:
two smelters
-scrapper
-processor
-fluid extractor (now on water)
-ammo mill
-intermediate fabricator...
...all that stuff is wy above 200 power needs xD and still works fine



Originally posted by Project 0:
Hey there all. I've been trying my damndest to enjoy this game, but it's major hitch for me is powering all the expensive components at base. Am I just doing it wrong? The only solution for power I have is 1 oil node in the swamp that powers 2 diesel generators. But, unless I'm performing fern-gully-levels of deforestation, I still can't power all the components I need to craft things. Solar generators don't seem to do much and are extremely expensive, and I haven't yet invested in wind turbines because I expect much the same. Does anyone have tricks to powering their bases? I really wanna enjoy this game, not just alt-tab to it to run the 1 or 2 pieces of equipment in the base for producing my end game stuff.

just go to desert and steal as many as Y ou can find:
-wind generators
-solar panels
-batteries (I've found one for now)
-big silos
-other stuff like SCRAPPER (that's must have!!!) and framenter
-You can also deconstruct any of those bases (if U need blocks)
There's an M2 battery to loot in an AI base in the swamp and an M3 battery in an AI base in the desert. This is 315 000 units of energy you can store. In the Ai bases in the desert there are tons of solar and wind generators to loot. One oil patch with a setup of 4 liquid extrators, 8 refineries and 4 diesel generators gives you around 2600 units of energy and it is infinite. (I play at double energy rate setting). I had trouble with energy at some point but not anymore. Now I run 10 smelters, 6 purifiers, 2 combiners, 1 chemical plant, 8 liquid extrators, plus 6 fusion reactors and I never go out of energy even at night and my batteries are always full.
Mitragorn Jan 24 @ 10:38am 
Originally posted by pitbull9010:
Originally posted by Mitragorn:
Its not you. Oil based energy generation is very inefficient at this moment. Batteries are bugged and will not give you above 100 - 150 energy to grid which makes Solar energy next to useless. Wind power is the only relyable source of power at the moment.
There are 3 things you can do:
1. Place Wind generators in "sweet spot area" that gives double output.
2. Change world settings to double energy output. ( organic and diesel generators will produce same energy per unit , solar and wind energy will double)
3. Set up afk diesel production that stockpiles diesel fuel while you are asleep. This way you can use it during your actual playing.


batteries can supply ANY NEEDS for energy, I've just connected one large and one medium to power:
two smelters
-scrapper
-processor
-fluid extractor (now on water)
-ammo mill
-intermediate fabricator...
...all that stuff is wy above 200 power needs xD and still works fine



Originally posted by Project 0:
Hey there all. I've been trying my damndest to enjoy this game, but it's major hitch for me is powering all the expensive components at base. Am I just doing it wrong? The only solution for power I have is 1 oil node in the swamp that powers 2 diesel generators. But, unless I'm performing fern-gully-levels of deforestation, I still can't power all the components I need to craft things. Solar generators don't seem to do much and are extremely expensive, and I haven't yet invested in wind turbines because I expect much the same. Does anyone have tricks to powering their bases? I really wanna enjoy this game, not just alt-tab to it to run the 1 or 2 pieces of equipment in the base for producing my end game stuff.

just go to desert and steal as many as Y ou can find:
-wind generators
-solar panels
-batteries (I've found one for now)
-big silos
-other stuff like SCRAPPER (that's must have!!!) and framenter
-You can also deconstruct any of those bases (if U need blocks)

Just spent 30 minutes to recheck. Was wrong about 150-200 number, it is actually 300. However still right on the issue. Once your consumption exeeds production by 300+ your grid freezes. Tried it with 2 Large, 1 medium and 1 small batteries. Was hoping earlier that limit was per battery but it seems to be grid calculation issue. With 1 of any battery grid freezes within 1-2 seconds of reaching 300 power deficit. With all 4 it can work for up to 3-5 seconds at deficit of 330-340. This bug was introduced long time ago with desert biome update. Very easy to replicate if you want.
xethier Jan 24 @ 11:06am 
set 4 liquid extractors on the oil slick by the jungle base.
set the output to a tier 2 tank (crude)

set 6 refineries to refine that oil. (each liquid extractor can run 2, for a maximum of 8 here, but you still need some crude for other things too, so keep some reserve)

set the output to a tier 2 tank. (diesel fuel)

run that to a bank of 6 to 8 diesel generators.

add renewables to this as much as possible. during the day the solar panels make cheap diesel and the wind turbines lower overall load on the generators. batteries are screwy, ignore them (mostly)

your "reserve" energy is your diesel fuel. if you start getting low on gas, just shut down the factory and go kill techs for awhile.

(or setup an additional refinery station at the second jungle oil slick)
CaptainX Jan 24 @ 11:27am 
Originally posted by xethier:
set 4 liquid extractors on the oil slick by the jungle base.
set the output to a tier 2 tank (crude)

set 6 refineries to refine that oil. (each liquid extractor can run 2, for a maximum of 8 here, but you still need some crude for other things too, so keep some reserve)

set the output to a tier 2 tank. (diesel fuel)

run that to a bank of 6 to 8 diesel generators.

add renewables to this as much as possible. during the day the solar panels make cheap diesel and the wind turbines lower overall load on the generators. batteries are screwy, ignore them (mostly)

your "reserve" energy is your diesel fuel. if you start getting low on gas, just shut down the factory and go kill techs for awhile.

(or setup an additional refinery station at the second jungle oil slick)
I second that. My fusion cores and polyplastic factory are in my main base in the swamp. Also have diesel bootstrapped oil extraction sub bases in the desert and arctic (augmented with solar and wind). Pick up the merchandise when I visit those biomes to hunt techs for moni, copper and gold wire or mine diamond and titanium...
Originally posted by RaGinPiG3On:
There's an M2 battery to loot in an AI base in the swamp and an M3 battery in an AI base in the desert. This is 315 000 units of energy you can store. In the Ai bases in the desert there are tons of solar and wind generators to loot. One oil patch with a setup of 4 liquid extrators, 8 refineries and 4 diesel generators gives you around 2600 units of energy and it is infinite. (I play at double energy rate setting). I had trouble with energy at some point but not anymore. Now I run 10 smelters, 6 purifiers, 2 combiners, 1 chemical plant, 8 liquid extrators, plus 6 fusion reactors and I never go out of energy even at night and my batteries are always full.


at this base are TWO of M2 batteries xD



Originally posted by xethier:
set 4 liquid extractors on the oil slick by the jungle base.
set the output to a tier 2 tank (crude)

set 6 refineries to refine that oil. (each liquid extractor can run 2, for a maximum of 8 here, but you still need some crude for other things too, so keep some reserve)

set the output to a tier 2 tank. (diesel fuel)

run that to a bank of 6 to 8 diesel generators.

add renewables to this as much as possible. during the day the solar panels make cheap diesel and the wind turbines lower overall load on the generators. batteries are screwy, ignore them (mostly)

your "reserve" energy is your diesel fuel. if you start getting low on gas, just shut down the factory and go kill techs for awhile.

(or setup an additional refinery station at the second jungle oil slick)

problem is with supplying by batteries, NOT by ANY source of energy...
now (after 8 hours of playing yesterday) I've crashed into the same issue:
- before it was fine
-I've just put combiner, chem plant and advanced fabricator, and everything said OH, JUST NO xD...

NOW i SEE BATTERIES ALMOST (if not completely) USELESS, before update 0.5.4 (slighty AFTER desert update) I've built megacell above 1,7 GW reserve energy, now it's pointless, even before checking how much resoures I will need for that...
Originally posted by pitbull9010:

problem is with supplying by batteries, NOT by ANY source of energy...
now (after 8 hours of playing yesterday) I've crashed into the same issue:
- before it was fine
-I've just put combiner, chem plant and advanced fabricator, and everything said OH, JUST NO xD...

NOW i SEE BATTERIES ALMOST (if not completely) USELESS, before update 0.5.4 (slighty AFTER desert update) I've built megacell above 1,7 GW reserve energy, now it's pointless, even before checking how much resoures I will need for that...

The actual problem is with way Devs coded whole power system. They tried to make it into real time simulation. However they didnt even test it with large scale setups within limits they set themselves. As of before 0.6 ,which i am sure still stands as true, game engine would max at 255 or 256 fusion cores which requires 28K of constant power supply. The grid energy calculation problems would start at around 11-15K. Batteries would compensate for that. They did something dumb to algorithm logic with desert biom patch that made it worse introducing battery bug. With 28K + energy consumption grid would freeze periodically despite total constant power supply exeeding demand by 30-50%.

I am surprised you have not encountered it before.
Originally posted by Mitragorn:
Originally posted by pitbull9010:

problem is with supplying by batteries, NOT by ANY source of energy...
now (after 8 hours of playing yesterday) I've crashed into the same issue:
- before it was fine
-I've just put combiner, chem plant and advanced fabricator, and everything said OH, JUST NO xD...

NOW i SEE BATTERIES ALMOST (if not completely) USELESS, before update 0.5.4 (slighty AFTER desert update) I've built megacell above 1,7 GW reserve energy, now it's pointless, even before checking how much resoures I will need for that...

The actual problem is with way Devs coded whole power system. They tried to make it into real time simulation. However they didnt even test it with large scale setups within limits they set themselves. As of before 0.6 ,which i am sure still stands as true, game engine would max at 255 or 256 fusion cores which requires 28K of constant power supply. The grid energy calculation problems would start at around 11-15K. Batteries would compensate for that. They did something dumb to algorithm logic with desert biom patch that made it worse introducing battery bug. With 28K + energy consumption grid would freeze periodically despite total constant power supply exeeding demand by 30-50%.

I am surprised you have not encountered it before.

I've didn't noticed it, because my power exeed was nearly 150-20kW, that's nothing comparison to such big problem...

I've encounter that whet I've put many bigger machines in my base, so grid exeed power consumption by nearly 450kW...
Last edited by pitbull9010; Jan 25 @ 10:20am
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