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Solar panels and batteries are way more efficient. I combined those with proximity switches, so my base only draws energy when someone's inside - I even made sure only the current room gets energy.
Make sure you put your cables along walls etc. so you don't end up with messy cables all over the place.
I just don't think you're understanding my point. It was a level of tedium which didn't even exist before. Things worked fine without them. There was no strong call to add them or was a part of the game sorely lacking without it.
it's not about which is more efficient. It's about unnecessary tedium.
"I am somewhat embarrassed to say that I have no clue as to what is going on with the whole Idea of wiring and powering up the base. Quite frankly I wish there was an option not to go down this path. I liked the base building the way it was. I am a dummy and none of this makes any sense to me what so ever. I am not an electrician. It seems like such an arduous and daunting task. The only thing I can do is build a power generator and wire it to the teleporter. I was having such a good time playing the game until I reached this part. I cannot see the fun in doing any of this. If I knew what I was doing I might (maybe but not likely) enjoy it. For me the game has come to a halt and all I am doing is tearing my hair out. What I need is a Dummy's Guide. I really need a step by step instructional clip starting from the beginning from building the Generator(s) which I can do, to wiring it to components that require power to function. I even have difficulty laying down a wire. I have no idea what a proximity switch is and why you need so many wires and switches just to power a light on and off. I am the type of person that literally needs someone to guide me through every single step from beginning to end in order to understand this whole concept. Also, it really makes the base interior look really messy. Not aesthetically pleasing at all. I like to make my base interior/exterior look good, but with all these wires all over the place it looks really messy. I've also heard that some players need several generators just to power up a few devices and even then apparently some of the devices power up while others will not.
Also. I noticed that the generator generates power for a limited time before you have to re-fuel it (I may be wrong). So if you use the teleporter and spend say several hours in another system then have to teleport back to said base; will you actually get there if it has run out of fuel on the other end? or will one be lost in space forever (you know like when Scotty has transporter problems in Startrek which makes crew members on the Enterprise who are transporting have a really bad day, like die or come back inside out).
You'd think that in the future when humans are warping from one system to another with state of the art technology, we surely would have figured out the concept of wireless energy transfer. I mean Nicola Tesla was developing this at the beginning of the 20th century. Even today we can see the beginnings of that technology like wireless mice, keyboards, phones etc (even though we have to plug them in to re-charge them, but one day...….). I was really impressed with the game until this point, nice and relaxing, but now I am stressing just trying to figure all this power management and wiring out. Even Cortana can't help me (stupid B@#$h). I really, really, really need a dummies step by step guide and I need to hide these wires before someone trips on them and breaks a leg. It's an occupational Health and safety issue.
That's just objectively wrong. All of those systems can work without any need for power in the first place. Just pretend everything is fully powered all the time. Or, unlike a fuel machine like a biofuel reactor. just have everything like the refiner which self contains its own power supply.
The wiring systems open up a whole new bevy of silly things we can do.
OP I gotta say, you're mostly crying about a reactor when most of us built solar panels and batteries as soon as we saw what the reactor was all about.
4 batteries and 4 solar panels keep my base fully powered forever. (The batteries have yet to drop below 80% after my 3rd night with them setup)
"AND THEN AFTER PAUSING THE GAME TO GET UP AND USE THE RESTROOM AND MAKE A SNACK, I find out the game still counts the time in which I'm paused as well???"
the game is teaching you a valuable lesson: time waits for no man's sky.
Apparently enough wanted it to have them implement it.
My only complaint is that it feels like the Biofuel gen eats fuel too quickly for the amount of energy it gives out.
It would be so much simpler.
Get couple solar panels and connect few batteries to store the extra energy they generate during daytime. Bioreactors are kind of backup only.. or maybe if you use switches you can use them temporarily.
That said, just grind out solar asap, and forget about the bottomless carbon sink that is a biogen. But, really, I'm very surprised given how much they relaxed many systems to alleviate the "grind" that one of their first prominent features screams for massive carbon grinding. Bad first impression and design of the biogen. Really other than for emergency purposes, it should be ignored for solar power. Which begs the question, why put a biogen in, in the first place, if it's just an unusable stepping stone.
Biogen would be decent if they:
-Made it accept all biomatter in their plant state as fuel which it then turned into carbon (serving as a carbon refiner while providing power). (So, put in frost crystals or other plant for power, get out carbon and power)
-Had much more efficiency in power output vs fuel consumption.
Otherwise, not worth using in its current state.
Go Green!