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In theory the solar panels should store enough energy in the batteries while its dark. I would suggest playing around on creative with solar panels and batteries to build a base just to give you a better idea.
Can't imagine I'll bother with more power generation unless I move forward with redesigning a few levels (don't really need stairs with teleport systems in place) to fully flesh out the greenhouse designs.
I build a powerhouse somewhere in my base, a tower made of 3 or more rooms and a biodome on top (just for looks). I set up about 20~ solar panels inside the bio dome and build batteries inside the rooms below.
It might not be worth it if you're building a HUGE base, bacuse then you'll have to build a lot more powerhouses to keep it powered.
Its not as great as electromagnetic generators, but you can build a solar-powered base anywhere you want.
I also have found no hotspots on moons, guess they're pretty rare.
https://steamcommunity.com/sharedfiles/filedetails/?id=1926425217
Here's a picture of my outpost, completely powered by solar panels and batteries.
On the 4 highest biodomes I have a set of solar panels, and have about 32 batteries in total, around 3 mil kP stored in the batteries, so far it never ran out of power.
To avoid cluttering up the scenery, I would dig down to the bedrock and build a 5x5 grid of glass cubes to start out. Use one cube for a short range teleporter connected to your base on the surface - to get it to fit you'll need to put another cube on top of it, but you can delete the extra cube after the teleport is set down. Use two solar panels for each battery to make sure that the batteries get fully charged.
Once you've got it set up, use a cable to connect one cube to something on the surface which will then be your main power distribution center. You can then use the terrain manipulator to fill in the hole you made to get down there.
If your base ends up needing more power later on, just teleport down and add more cubes.
A lot of things you can put on proximity switches, like teleporters and storage, then they won't draw any power. You can even create sections of base and shut parts down when you don't need them; just put an air gap between one section and the first room of the next section, run a wire to a wall switch in the powered section, then over to the unpowered.
Really, you only need extractors working while you are gone, anyway, and they aren't usually inside the base buildings, so you could just shut down the whole thing when you leave and let the batteries charge up.
Also, awesome base, Mundy!
However, there should be EM somewhere around you. I don't know of anything saying moons can't have power, but the RNG could make a particular location difficult.
Thanks! :D
https://steamcommunity.com/sharedfiles/filedetails/?id=1926479296
https://steamcommunity.com/sharedfiles/filedetails/?id=1926479382
https://steamcommunity.com/sharedfiles/filedetails/?id=1926479131
https://steamcommunity.com/sharedfiles/filedetails/?id=1926478883
After taking these, I realized my old indicator lamps on the structure weren't being illuminated, so I'll have to go through and run wires to all of those. A tad tricky with where some of them are positioned at the bottom.
The short-range teleporter 'cable' is more of an energy beam once linked.
https://steamcommunity.com/sharedfiles/filedetails/?id=1926752946