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Relatar um problema com a tradução
The one with the bio reactor is at about 200m and uses a pair of thermal generators for main power with the bioreactor as a backup when I'm charging batteries and making water.
If you can build just one alien containment unit in a room next to/above/below the reactor, you can breed Oculus or Reginalds. Oculus give the most energy for bioreactors (like, 630 each), but give 10 less food. Reginalds are the best food fish and give 490 energy.
But this requires a fair bit of space dedicated to breeding fuel. On the other hand you have an endless supply of edible fish too.
Although a nuclear reactor has a storage capacity of 2,500 energy, each nuclear reactor rod *should* provide about 10,000 energy per (there're entire threads arguing over this value), which for any base designed purely for sustenance (no constant permanent drain like lights) is plenty. Water Filters will run for ages on just one rod.
Say you build (in this order) a thermal, 2 panels, and a bioreactor. Power will be drained from the thermal first, and if demand exceeds the thermal "refill" capaciy, it will drain the panels next, then the bioreactor.
This is my source:
https://www.youtube.com/watch?v=5MYGILamoRk
My concept is, the entire base is self sustaining from panels and thermals under "normal" conditions. But when i increasde the energy demand a lot (charging cells for example), thats when i use the bioreactor. Just to provide energy for that aditional use.
After that, if i leave the base i can let the bioreactor run out, the base will continue to seflsustain with its other power soruces.
It seems to work as ecpected.
I see lots of reginalds near my base and they're one of my main food sources.
Unforturnatly I don't have the BP for the alien containment yet, but i suppose I could just craft a few aquariums and capture them in the wild.
Otherwise, I would never have to stop to refill my bio reactor I built last, in a base that never dips below 1,000 power due to a mass of thermal generators and solar panels even when I leave the scan room running 24/7.
"Hmm, a bio reactor is 500 power. I never even come close to being down to 500 power. But nope, it's still eating bio reactor fuel. Let's dismantle my bio reactor, then rebuild it to be sure... Nope, still happens."
But it's one of those issues where you only notice if you care enough about the game mechanics to notice. Because the power grid "Gets the job done" and you eventually just slap enough thermal generators and power transmitters until you stop thinking about how the power system works.
See also, how a single spotlight is a bigger strain on your base than water filtration machines in the long run. Because "But it's only 1 energy per second!" really adds up when it never, ever, stops.
It is thankfully, one of those things that falls under "Kind of annoying" at worst, and "Fairly annoying" for nuclear because you can't grow that indoors. But it's a very interesting subjet I used to do much more robust testing with.
If there was a true, 100% "It will never even touch your bio reactor fuel unless your power drops down enough to need it". Then I'd be lazily shoving fruit into mine as well, instead of so heavily emphasizing fish becayse that's the difference between eventually realizing my bio reactor is empty, and "Oh it's missing a few fish, but still has more left".
To be clear. The skim off the top quirk is just that, skimming off the top. You are not losing bio or nuclear power anywhere near the rate you would lose it as a main focus of your drain.
But the fact it happens at all, adds up when you are playing the game at your leisure rather than rushing through the plot.
THE BEST BIOREACTOR FUELS & FULL STATS - Subnautica Tips & Tricks
https://www.youtube.com/watch?v=Xy5aRcHrLUc