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The other three power suppliers are all renewable so you can sort of see how nuclear power takes a back seat much of the time.
Solar? Always on during the day.
Thermal? Always on forever.
While the Bio reactor may have a painfully slow output no matter what you put in it, eddible fish or plants, if you like refilling or four times as often) are always accessible or even grown inside your own base.
Nukes? Well, gotta go out and collect that stuff.
Throw in the fact that the power system in this game is very much "Gets the job done, close enough" on polish. So if you try to use Nukes as emergency power, it will, eventually (which can be quite a long while, depending), get drained anyways from getting skimmed off the top constantly. The whole "Build it last" bit doesn't change that.
The game isn't very "Smart" about power priorities. If you're in the middle of the day, it will draw from your bio reactor. nukes, and thermals a bit every moment your solar panels are anything less than 100% full.
So by the time you're ready to start investing in nukes, you're almost always already in a positoin where you are capable, and better off, just spamming thermals/thermals+transmitters for anywhere the sun can't reach.
With the bonus that it does'nt take half a room to use.
Regardless of this common question in the wild development cycle.
That still doesn't change the whole "Have to go out and scrape it up off the ground" situation the rest lack. Even if it didn't love to skim off the top every moment your solar panels are at 99.9%.
Actually, no it isn't. Or it wasn't. I wish it was, but the last time I tried to put blood oil into the bioreactor the game would not let me. Someone please tell me that has changed in this current update because I haven't tried it myself yet.
EDIT: Added three words.
But why would you want to base there? It's so creepy, (the blood crawlers make my skin crawl
Fabricator work and battery charging is generally infrequent and small enough of a drain you can get by with literally anything else with less effort, or more sustainably.
Ex: you made 6 solar panels, then 1 bio reactor. That base will always draw from those 6 solar panels first before drawing from the bio.
Blood Oil as of this moment in experimental does not let me put it into the bioreactor. Complete with the funny message "You can only put organic items into the bioreactor". You don't say. I guess even the tons of seeds clearly visible inside don't count?
http://steamcommunity.com/sharedfiles/filedetails/?id=1125713170
Unrelated quirks. Every single time I was building or dismantling something in my outpost. It redoes the "Prawn docking" animation, though mostly that means just hearing it over and over and over (with one glance down the hallway when in the right spot to see it in action).
This still doesn't change the whole "Will draw power from everything else once your first thing is at 99.99% power rather than maxed out" situation.
So even if you build solars first, then thermal, then bio, then FINALLY Nukes... It will still skim off the top in the middle of the day when your literal dozens of solar panels dip below 100%.
It's a "Eh, close enough" design that doesn't have as much of an impact with self sustaining power sources. But with fuel consuming ones, eventually they will run through their fuel evem when they had zero need to use it. Though it does draw the process out.