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If you're relying on bioreactors *only*, IMHO that's not the way to go. Use a bioreactor as a buffer or backup power source, not your one-and-only.
Considering the tradeoffs tho - needing an entire MPR of their own, and a continual supply of fuel, they're not my personal favorite.
Sorry to rez a dead thread, but this is what I came searching for. This information is a big help.
One question: After you put a fish in, does it ever go bad and not be useful for fuel if not used for a while?
Yeah but once you go so deep solar panels no longer work. As for thermal, im to lazy to set up power transmitters from a vent since im a good distance for one. I prefer to just take my cyclops/seamoth/glide to blood kelp and stockpile a bunch of uranite and then be good for a super long time. Its how I gather my titanium to except i go to dunes for that. I also stockpile food/water basically everything, I have a half locker full right now of big filtered water and a 3/4th full locker of cured peeper my plan is to spread the resources out between 4 cyclops/seabases.
The problem with bioreactors though is that they only generate 1 energy every 12 seconds, 3 reactors is only netting you 1 energy every 4 vs 2 energy a second with 2 nuclear reactors.
Personally 2 bioreactors can barely sustain how much I use my fabricator after resource runs not to mention it wont even sustain a spotlight should you choose to use one. Thats why its mostly good just for air production and in a emergency when out of nuclear energy so you can create the rods without having to run to lifepod (assuming you dont have a fab in cyclops or its out of power to)
It works if you have dummy solar cells to add your max power. My first base usually has three solar and a bioreactor and it holds up fine. Though once I make my main base I run a nuke reactor as well as a bio reactor and it keeps up with my fabricator and my water filtration. Rather than running spotlights I've found it better to just grow seeded creepvine as they are far brighter and illuminate a greater area by far. Tried out the spotlight and it's swinging back and forth drove me nutz and the floodlights were irritating to try and place correctly.
Though why anyone wouldneed more than one water filtration is a bit perplexing. Not only can the stilsuit offset water consumption but eating melons more than fills up my hydration. Guess people don't realize they can put growbeds on the cyclops? As it is I rarenly need to actually drink water and have almost an entire locker full of waterbottles since I grab stuff out of my single filter and toss it in the locker. Each to their own I guess.
Not pointless. More like...a cushion...between solar energy and finding the nuclear reactor.
A lot of youe time should be spent gathering resources and finding fragments once you leave the safe shallows.
The bioreactor will only store asa much power as the material is breaks down can provide. Some of the best items to put in them are Acid Mushrooms, Lantern Fruit and the creepvine fibers from what I have experienced.
The more reactors you have the better your buffer will be. I generally have one big base about 100 meters down where I can get solar and where I do most of my crafting. I will use a lot of solar with a bio as backup.
For deeper bases I'm just adding get way stops where I can charge power cells. Those get by on bio because while the initial setup is annoying, I won't have to go hunting for uranite. I can just stuff more fish in as needed. Plants make my water, so only my main base will have a filter or two. I use filtered bottles to extend my range on prawn hikes.
However, what you can get and breed legit in game. Is a fish called "reginald" they provide the highest food and highest energy for a single unit.
Breed the heck out of them and you get like 2000 or 3000 power from a full reactor.
Sorry i do not have all the exact numbers. I am at work. But reginalds should be your primary food/power breeding.
Secondly, you can get sea treader poop. It is larger, but contains a ton of power.