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Make the wall 3x thick with the cable in the middle to protect geothermal lines from raiders, or add a wall on the outside of the line if they cant reach the inside.
so i build tunnels because its nicer and fuses arnt quantum physics
its just a weaker cable
that also distracts raids too much, making them take days and force you to spend the entire next day repairing all the walls they half beat down
it would be far more efficient if i could just run them double trough the moutain
and have a damn fuse
its just a weaker cable
Sure no one is questioning the logic, but its just a game mechanic you have to deal with...its alpha so I am sure power isnt final either.
Could change it to "Ancient Weapon Discharge", a faulty ancient weapon has stored enough energy to discharge causing your batteries to be drained, and their energy directed at a random point throughout your power grid potentially causing damage or fires.
Would that make it better?
litteraly what a fuse is designed to prevent
too much current going to someplace, break the weak wire before something valuable gets damaged
there just needs to be fuses, thats it
they would still explode violently when there is too much stored and would need research and would stlll drain all your power,and possibly need plasteel or components to repair
but the random running around repairing wires, the regularly checking your grid to find the tiny gaps its just annoiing
the need for components would be a good balance, either you get random explosions with no sence at all like you like but they only require 1 steel or you can be a sencible person and use fuses like people do in civilized countries and require a component every now and then
... that sounded more insulting than was my intention, my apologies it was not intended
Well it'd be an ancient and mysterious alien weapon that could drain power sources and focus them into a random area causing a detonation, *laugh*
http://steamcommunity.com/sharedfiles/filedetails/?id=767572209
I know it's a lot to ask, but the game should determine short-circuits based on energy consumption spikes/damage to areas with power lines. Like, currently a line will blow in a random colonist's room at night and kill them. While that's fine as a special Randy Random event, in general that should not be the case.
At the very least, allow fuses to be built to safeguard against such events through reserach/resource/design investment. Not that they should never happen even then, but the fuses should at least shut down power as a first defense when you have a dangerous energy situation under normal circumstances. You can leave the short circuit explosions to something related to damage or disrepair.
UNDERGROUND LEVELS WHEN DAMNIT?
I understand what you mean, but again try not to look at it as anything other than a game mechanic.
Sure if you can build an AC you should be able to build a fuse.
The dev of this game isnt a fan of gameplay that revolves around having problems at the start, then giving the player things to fix those problem so mid/late game the player is bored and starting over.
So just researching fuses later to remove 90% of the game's power management difficulties is going against his whole design beliefs.
It'd be like researching a drug to make you immune to diseases so that eventually diseases were trivial, and a drug to 100% protect you from toxic fallout.
You trade a small bit of progression for ruining events by trivialization...and I really dont think that makes for good gameplay.
That is called an overload and not a short circuit. Thats a huge difference, and sorry for picking you out, I know lots of other people don't understand the concept of electricity.
And why should short circuits not be possible anywhere? The people from the future still use wires and if a wire gets damged from lets say a muffalo walking on it a few hundred dozen times or if colonists drop ♥♥♥♥ on it, it could short circuit. Or wittering from weather effects.
The system ingame is very simple and understandable for most people, no reason to mess with it.
Someone actually proposed a smart change here: just use the walls and avoid putting wires on the floor.
And whats the next step after fuses to protect against overload and short-circuits? Do you want RCDs? Whats next up, magentic starters? It is a game for christs sake.
no it should not blow up
Even with a total amateur setting it up, shorts just pretty much never happen like that.
Moving on though..
Personally I never play without fuses, its an event that you can avoid with micro, and its a sort of micro that I find to be just annoying, ergo, Fuses all the way.
The problem is that those wires aren't in the earth, they are just laying on the ground. Technically speaking wires in the ground are a lot thicker which would result in your fuses not working properly. You'd have to use a fuse every time your wire is getting smaller, if you didn't your wires would start burning and the fuse wouldn't trigger until it is far to late if at all. Tynan would have to implement an electrical engineering stat or something to resemble this. You could also just say ♥♥♥♥ the advanced electrics stuff, but why implement fuses then?
Neverending circlejerk, imho just leave it as is. Implementing an item for the sake of stopping a special event is dumb, might aswell just remove the special event. What would be the plan for the fuse anyway? If you talk advanced stuff, I have been to houses with first generation no name circuit breakers covererd in 50mm of cobweb still working like they were new. Obviously those are boring, but wouldnt be changing regular fuses jsut repetitive or an automated act? Again why bother, they only affect a single special event.
EXACTLY!!! I want all those things! When a colonist drops his plate of potato muffalo a la boomrat on a wire, there should be consequences! BUT ONLY THEN! :3
Well my point was that you shouldn't make the base game overly complex in an area, essentially turning it into a simulator, leave that to modders. I'd rather have the dev team focusing on other thigns like simple water systems or maybe vehicles.