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sounds as if u turned the grid off
are u sure u didnt just run out of power?
Check your power generation, too. If you've batteries are they on and set to either "auto" or "discharge". If they're set to "recharge" then they won't give any power out.
reciepe calls for bulletproof glass, which you cant make til later, but you can make it functional with everything else... just not 100% ...thats why i throw down 6 panels ;o)
No power, no life...
Control panel shows all items are on except the beacon. Charge mode for the battery is "auto"; should I change this to discharge?
Leave on auto. If its not charging you need to prioritize more power production and NOT focus on how to tweak battery settings.
Batteries are done just a little strange, in that they'll provide AND charge at the same time. Again, not such a big deal with lots of excess wind power about. The problem comes in with fuel use, in that they'll flat out WASTE that ~20% constantly, cutting overall fuel lifetime.
On a pure battery setup, when docking at a base, it'd be faster/better to set the vehicle's batteries to Recharge, which will draw power from all sources to quickly top up those batteries and then stop doing anything. When undock time comes, set the batteries back to Auto.
I'll start another game. How does everyone process stone in the early days? Get some wind power going and attach a survival kit to it?
Any other advice?
As far as base goes, it depends on what planet i'm on. Earth, i make an open staging area. Mars, I'll make a sealed base that will eventually have an airlock and air pressure, Once the base structure is complete, i'll build a minimum of 2 solar panels. (A wind turbine should be added too if your putting your survival kit on the base) Unless the base has no external atmosphere, which is when i double the initial number of solar panels.
Hope this helps, and let me know if anything needs to be clarified.
Some folks will add some solar to the pod (better than nothing) and work from that for a while.
Others will find a spot to start with some sort of base and use the pod (and parts it's built from, if necessary) to make sort of base, temp or otherwise.
There's also those who will go about modifying the pod to be a rover (wheels use less power than flight) which can make the little bit of power from solar panels go further. This rover can then be used to find the better place to set up a base.
No matter which way you go about it, there's a clock ticking on that battery. It's not necessarily ticking down fast, but it is ticking. That Survival Kit has several levels of power drain. It'll idle about online for a really low drain. Refining stone to ingots and making components will require the 'Kit's maximum power draw. The battery has enough charge for quite a bit of working before it runs dry. Try to have something else working before that happens.
Devices not in use CAN be turned off to save power. Of course, the 'Kit is also your respawn point if something unfortunate should happen. The O2 gen and other power users... aren't quite as vital to be online all the time.
As for the base, unless you're on the Earth's moon, put up some windmills, ~8 blocks or so off the ground, and the same 8 blocks of clearance to the sides of the windmill (that's the windmill's sides, as you CAN place them on the sides of buildings just fine, and even upside down) for maximum output potential. Windmills will work 24/7, just so long as there's some sort of atmosphere, breathable or not.
Fun fact: The small-grid Survival Kit takes the same number of Medical Components as the large-grid version. This, combined with a few more plates, const. components, etc. will have your base up and fully functional a little faster than trying to run everything through the small version.
New drop prio: Wind turbine, basic assembler, basic refinery, battery, survival kit.
Use the pod to build the base where you can, the medical components are movable.