Kenshi
rat bastard Nov 25, 2017 @ 1:19am
Why build any other powersource than small wind generator?
It pretty much works everywhere, gives decent energy and in my opinion unless you want to make your base at some acid rain place it outclasses all other energy sources, never runs out and it's quite cheap to make. So why should i build other generator types? or when should i? i'm full of hemp to make the fuel but i don't see a reason why should i cut part of my fabric production for that.
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Showing 1-12 of 12 comments
Grimmrog_SIG Nov 25, 2017 @ 1:29am 
never runs out? shouldn't there be areas with low and temporary wind?

But in my HN farm game, it indeed seems to never stop.

Also, the large wind generator definately needs a buff. I als only make small ones.
Maybe it needs to be put more upwards in the research tree so that the big one or generators play a bigger role in the early game.
rat bastard Nov 25, 2017 @ 1:38am 
Originally posted by Grimmrog_SIG:
never runs out? shouldn't there be areas with low and temporary wind?

But in my HN farm game, it indeed seems to never stop.

Also, the large wind generator definately needs a buff. I als only make small ones.
Maybe it needs to be put more upwards in the research tree so that the big one or generators play a bigger role in the early game.

Well, if you are building your base in some temp wind place you shouldn't build it at all, but the places with temp wind are just a few and most of Kenshi is a wasteland-like rocky desert so wind in most places is to be expected right?

My base is at the Northern Coast near Cannibal plains and it never runs out there as well.
Last edited by rat bastard; Nov 25, 2017 @ 1:39am
bspawn Nov 25, 2017 @ 5:11am 
I think it's ok that in many places it is possible to run an outpost only on windpower (and batteries), but i do think the difference between big and small windmills is not large enough.

The big advantage of small mills is that they also produce power at low windspeed when large mills produce no power. Also they take up less space.

That advantage is barely offset by their disadvantages of being available later and requiring electrical components to build, and having a lower power output and lower max windspeed than the large mills.

I think output power of small mills could be significantly reduced, which would also bring their power more in line with their size relative to the large mills.
Also an increase of the max windspeed of large mills would increase their advantage over small mills in producing more power at high windspeed (when a small mill's output is already maxed), then large mills would be more usefull to quickly charge batteries when wind speed is high.


Edit - i have modded the wind generators and they seem more balanced this way:

small wind generator output power reduced from 25 to 15
large wind generator output power reduced from 50 to 40
large wind generator II output power reduced from 100 to 65
large wind generator blades wind speed rotation max increased from 50 to 95

Last edited by bspawn; Nov 25, 2017 @ 5:25am
dq_177 Nov 25, 2017 @ 5:18am 
I have a small generator in the Hub for when I ever need a quick boost of extra power in addition to my multiple rooftop windmills.
yippeekiay Nov 25, 2017 @ 11:01am 
I build loads of small windmills & a large amount of batteries whenever I build a big town. Never run out of power.
Bored Peon (Banned) Nov 25, 2017 @ 12:07pm 
Originally posted by Grimmrog_SIG:
shouldn't there be areas with low and temporary wind?

There is but it is dependant upon location.

Originally posted by Ray Vest Artist:
So why should i build other generator types?

Depends on size of base, lighting, and whether you want windmills littered everywhere. Just because you can do somethign dont mean you should.

Biofuel can also be made from greenfruit, wheat, and hemp. Meaning it can be made in any biome terrain one of those crops can grow in.
Asmodeus Nov 26, 2017 @ 8:26am 
Once you have hydroponics there's no better place to settle than in Skinner's roam right on the border with Deadlands. The wind always stays high enough to keep your large wind generators at 100% and it's right in the middle of the map so you can explore in any direction and you wont have as far to go back. Not to mention you get easy access to broken skeletons which you can capture and use as training bots (60 atk 50 def)
anywhatshisname Nov 26, 2017 @ 9:34am 
When your base is pulling around 1k in power for mining, crafting, lighting, and defense, small wind generators take up a rather large chunk of real estate. I have around 4x my output power in batteries besides, for when, oh, every turret is manned for an invasion, say.

Sure you can micro and turn off all your equipment save for defense... but crafting equipment and mining ore while giving the HN/UC/Shek/Cannibals/Bandits a beatdown at the same time? Pretty awesome.
Bored Peon (Banned) Nov 26, 2017 @ 9:38am 
Two to three feilds dedicated to biofuel is easily enough to power 2-3 generators.
GrumpyDave73 Nov 26, 2017 @ 3:17pm 
down here in the gut the wind is soft and can come to an almost complete stop at times. all i use are small wind gens. and i've found i need to back them up with a room full of batteries to be safe.
Last edited by GrumpyDave73; Nov 26, 2017 @ 3:18pm
Grimmrog_SIG Nov 27, 2017 @ 1:58am 
Originally posted by Bored Peon:
Originally posted by Grimmrog_SIG:
shouldn't there be areas with low and temporary wind?

There is but it is dependant upon location.

Originally posted by Ray Vest Artist:
So why should i build other generator types?

Depends on size of base, lighting, and whether you want windmills littered everywhere. Just because you can do somethign dont mean you should.

Biofuel can also be made from greenfruit, wheat, and hemp. Meaning it can be made in any biome terrain one of those crops can grow in.

I have a big windpark a bit outside my town, probably 30 or so. And a snail house with an outer ring of batteries in the round part. sufficiently fuels my entire city.

Originally posted by anywhatshisname:
When your base is pulling around 1k in power for mining, crafting, lighting, and defense, small wind generators take up a rather large chunk of real estate. I have around 4x my output power in batteries besides, for when, oh, every turret is manned for an invasion, say.

Sure you can micro and turn off all your equipment save for defense... but crafting equipment and mining ore while giving the HN/UC/Shek/Cannibals/Bandits a beatdown at the same time? Pretty awesome.

we should share bases in another thread maybe. I wonder how people set up their bases.


atm I have two farmers and a armor and wepaon smith and another guy doing research/doctor.

In the earlier game I had a lot more people because for stone and CO. but once the entire facilities run automatically there is nearly no need anymore for most of them. So one guy doing the hauling is enouh to keep the stocks up.
Last edited by Grimmrog_SIG; Nov 27, 2017 @ 2:03am
Avarice May 4, 2020 @ 9:02pm 
I use the big ones for asthetics. And I operate a village out in the Stenn Desert with a few batteries and a backup generator that has run maybe twice.

I do have 4 watchtowers, each with a small wind generator.
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Date Posted: Nov 25, 2017 @ 1:19am
Posts: 12