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It always starts off reasonably, but seems to ramp up exponentially for some reason, until you're losing triple-digit power units every update; it makes anything with power draw rather unsustainable.
at night as solar panels start totally emptying, it starts drawing from a new one, but keeps drawing from old ones at the same time, causing it to eventually be draining humorously large amounts of power from everything at once.
So MAYBE, big maybe, not having panels is the best way to mitigate the problem, but I've been too lazy to try and see if it changes anything. Maybe this playthrough I will, but you're welcome to attempt yourself. I'm assuming it's going to be far more complex an issue than I'm aware, though, considering it isn't fixed yet.
They should add some sort of capacitor base module that stockpiles that stuff, if this situation is such an issue.
Doesn't mean my theory isn't wrong, but it is something I've considered.
Before you had posted, I was already removing one of my multipurpose rooms. Thinking maybe it was the base itself.
Given the way the game seems to prefer drawing power from one place at a time, and if I'm not completely wrong, so far it seems like the best way to do water filtration is with small satellite bases using self-contained nuclear power and a single filter. Haven't tested the speed of thermal, since I'm not near a vent.
At the rate this is going, though, I might cheat my way down to the active lava zone and play around just for giggles.
I might consider my theory proven at the moment. This setup has produced two salt and one water, and the power draw is still as expected. I even have enough surplus to craft in the building.
Mostly fine day one, maybe a tiny bit of inflation in power draw near night.
Then at night time, it was perfect. Just 3 per update power draw like it should be.
However, come morning it blew the hell up. As the panels started to attempt to recharge, the power usage went totally gangbusters and 4000 energy worth of solar panels is just being floored constantly.
The nuclear plant ran a full cycle with no issues, and I even had 3 thermal plants servicing one in the lava zone for a little bit that seemed generally okay, if a little on the poor end of power surplus. But the solar panels just died, horribly, on day 2.
I have Couple bioreactors, maybe 10+ solar panels and 2 or 3 water ones. Temp around 29+ most times.. And seems be losing more power than making during the day, Wasn't charging any batteries or anything. Can't remember if was still having issue last time I played.
I hope they add panels that show current power draw and how much power your making. any kind of "read out" would be nice to for base and the Sub :) And able turn off rooms or devices need to help save power when running low..
So hopefully if there is bug they track it down :)
-Sire
Game Pc: i7 3770k 3.5 Ghz/16 GB Ram/GTX 980TI SC/2x 240 SSD GB/Win 7 64bit
And as per this post, I have switched purely to four bioreactors, and chinese potatoes. And so far, that seems to have worked, meaning the issue was the solar panels.
Although, it was also the filtration machine too. Even with four bioreactors ran entirely on potatoes, it drains power like mad.
Ok I'll have to try that and take out the solar panels thanks for head up :)
-Sire