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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.
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.
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
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.
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)
at this base are TWO of M2 batteries xD
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...