RimWorld

RimWorld

PolterGijs Mar 16, 2017 @ 3:53am
Best source of power?
Hi there,

So i was wondering about what the best source of power in the game is.
I have loads of sun panels, but they only work half of the time because of the dark. I have a huge pile of batteries though.

I also know about geothermal power, but you first have to research it and there aren't that much geysers.
What is the best source of power and why?
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Showing 1-15 of 15 comments
Spear Deer Mar 16, 2017 @ 4:00am 
Geothermals are the best objectively, and it is often worth planning your base location around them.

That being said, Wind turbines are the most efficient as far as resource cost/energy output, and with a sufficient battery bank to mitigate the high/low swings, you can generate a ♥♥♥♥♥♥♥♥ of energy relatively easily. the obvioust downside is that they are hard to build/maintain in forrested areas, but you can get around this by paving the area around them, using infertile alnd for their wind area or just being diligent.

Solar is almost always the worst option, but it is also the easiest. its expensive, and inefficient for resources and power output.
Bryan=0101 Mar 16, 2017 @ 4:02am 
You do not want a ton of batteries you'll regret it
PolterGijs Mar 16, 2017 @ 4:10am 
Alright thank you both :)
Spear Deer Mar 16, 2017 @ 4:24am 
Originally posted by 101=5, bryan=5:
You do not want a ton of batteries you'll regret it

Why do you say this? Zzzzt events?
Anxarcule Mar 16, 2017 @ 5:22am 
You can build a battery bank that is not connected to the main power line. My last colony had a room with 12 or so batteries that are separated by a power switch, I'd only activate it on raid when I needed to turn on all my turrets
happy Mar 16, 2017 @ 5:33am 
windturbines are best.
geothermal is great but comes too late.
Last edited by happy; Mar 16, 2017 @ 5:33am
grapplehoeker Mar 16, 2017 @ 5:45am 
http://steamcommunity.com/sharedfiles/filedetails/?id=833139198
All workbenches, 5 drop pods, 5 batteries, 4 sun lamps, neon lighting, air conditioning throughout, freezer room, no switches and 24 turrets on 24/7.
All powered by 5 geothermal plants, 5 solar panels and 3 wind turbines.
Geothermals are the best but not all I need ;)
Originally posted by happy:
geothermal is great but comes too late.
They come at just the right time imo, depending on how you research. The 3 you see in the image above were built before I built the last of the plasteel turrets.
Last edited by grapplehoeker; Mar 16, 2017 @ 5:49am
PolterGijs Mar 16, 2017 @ 5:53am 
Originally posted by Spear Deer:
Originally posted by 101=5, bryan=5:
You do not want a ton of batteries you'll regret it

Why do you say this? Zzzzt events?
I don't even have that much of those events no
Bryan=0101 Mar 16, 2017 @ 6:19am 
Originally posted by Klaver Bladverzekeringen:
Originally posted by Spear Deer:

Why do you say this? Zzzzt events?
I don't even have that much of those events no
Right batteries and it'll be a nuke make sure to keep a power switch to disconnect batteries from the grid when at full
MisterSpock Mar 16, 2017 @ 7:05am 
1 solar, 1 wind, 1 batt are a good mix (gives avarage 1500 Watt). But it costs a lot of components. geothermals are spread around the map. They are cheap. but raids like to burn the conducts, which is a bit annoying.
Last edited by MisterSpock; Mar 16, 2017 @ 7:06am
Bryan=0101 Mar 16, 2017 @ 8:02am 
Originally posted by MisterSpock:
1 solar, 1 wind, 1 batt are a good mix (gives avarage 1500 Watt). But it costs a lot of components. geothermals are spread around the map. They are cheap. but raids like to burn the conducts, which is a bit annoying.
The ship reactors should be buffed
grapplehoeker Mar 16, 2017 @ 8:03am 
Originally posted by MisterSpock:
1 solar, 1 wind, 1 batt are a good mix (gives avarage 1500 Watt). But it costs a lot of components. geothermals are spread around the map. They are cheap. but raids like to burn the conducts, which is a bit annoying.
I wall off all of my thernal plants and seal them with a door. The only time they ever try to damage them is if they have already aborted the raid and are trying to loot and leave the map. I've never had any that attempt to damage power conduits though.
MisterSpock Mar 16, 2017 @ 9:05am 
Originally posted by grapplehoeker:
Originally posted by MisterSpock:
1 solar, 1 wind, 1 batt are a good mix (gives avarage 1500 Watt). But it costs a lot of components. geothermals are spread around the map. They are cheap. but raids like to burn the conducts, which is a bit annoying.
I wall off all of my thernal plants and seal them with a door. The only time they ever try to damage them is if they have already aborted the raid and are trying to loot and leave the map. I've never had any that attempt to damage power conduits though.

Allmost every raid attacks my outside power conducts. It seems that some raiders instead of attack my open base, they attack the next building. Most raids can be defeaded fast enough so thats not a big prob.
grapplehoeker Mar 16, 2017 @ 9:08am 
Originally posted by MisterSpock:
Originally posted by grapplehoeker:
I wall off all of my thernal plants and seal them with a door. The only time they ever try to damage them is if they have already aborted the raid and are trying to loot and leave the map. I've never had any that attempt to damage power conduits though.

Allmost every raid attacks my outside power conducts. It seems that some raiders instead of attack my open base, they attack the next building. Most raids can be defeaded fast enough so thats not a big prob.
They'll usually seek to cause damage if they're prevented from entering. This is why you should provide them with a gap in the perimeter to allow them access. Then they will be forced to have to counter the defences and any previous damage protocol goes out the window. They have to respond to being fired upon.
MisterSpock Mar 16, 2017 @ 9:17am 
Originally posted by grapplehoeker:
Originally posted by MisterSpock:

Allmost every raid attacks my outside power conducts. It seems that some raiders instead of attack my open base, they attack the next building. Most raids can be defeaded fast enough so thats not a big prob.
They'll usually seek to cause damage if they're prevented from entering. This is why you should provide them with a gap in the perimeter to allow them access. Then they will be forced to have to counter the defences and any previous damage protocol goes out the window. They have to respond to being fired upon.

Which is strange, because i even dont use a killbox design. My base can be reached without anydoors in the middle of the map...
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Date Posted: Mar 16, 2017 @ 3:53am
Posts: 15