RimWorld

RimWorld

Rage Panda Jan 19, 2017 @ 9:53pm
opinions about power output on ship reactors?
does everyone think its pretty pathetic that an end game research, rare resource built reactor has the same power output as a start of game generator? that seems so stupid to me. I have all my geothermal generators available on the map, they have 3600 output, i have 10 generators, a few solar and wind and all of that, but i was still struggling so i built a ship reactor and connected it thinking it would help out... it has 1000 output, same as a generator. just seems to me it should be a lot more
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Showing 1-15 of 32 comments
Darren Jan 19, 2017 @ 10:37pm 
Well it is entirely free power after you set it up.

There are mods that increase the power provided by it.
ministrog Jan 19, 2017 @ 10:38pm 
It's a ship reactor, so I guess it's made like how a phone charger in your car works. You're only using a percentage of it's total output. In other words, it's primary output goes to the engines, and secondary to power turrets when you build the rest of the ship.
Xilo The Odd Jan 19, 2017 @ 11:11pm 
yeah gotta remember it doesnt take fuel to keep running it jsut runs all the time.
Lawlzer Jan 20, 2017 @ 7:18am 
Personally, I think it would be cooler to have to provide specific "fuel" for it, such as X chemfuel, or X wood or something... Then, maybe in a later, much later update, you could travel to different planets or parts of your planet, and "scout" the terrain, or build there, and then the furhter away you went, the better "places" you could go to, and required more fuel.
Mytheos Jan 20, 2017 @ 7:28am 
@OP

Its a bonus you can even use it as a power source really...

And its one you can build anywhere and requires nothing...everything else either needs a supply of wood, wind or sun to work and of course geothermals you cant choose where you place them...which can make defending them or getting power from then to your base very tricky.

Myself I can run an end game base off 1 geothermal, 6 solar and 3 wind and a single battery without issue...on the super rare occasion its needed I can flip a switch and add multiple full batteries on the grid.

Either way if you have a serious need for power after having that much, fair chance you are blowing a ton of power on something not needed.

Usually its something like using Hydroponics for no reason, having a million lights everywhere for no reason or always having your way too many turrets powered at all times.
AlexMBrennan Jan 20, 2017 @ 7:59am 
Since spaceship parts are primarily an end game resource sink I wouldn't expect the ship reactor to be of any more use than, say, the ship's antimatter propulsion.

But yeah, you can make an argument that your colony should benefit more from a partially built spaceship (e.g. if you don't have cryo pods then you should still be able to pick up and drop off caravans in drop-pod range) but there is an endless list of features that would be nice to have.
Rage Panda Jan 20, 2017 @ 2:07pm 
Originally posted by TB Lawlzer (AFK):
Personally, I think it would be cooler to have to provide specific "fuel" for it, such as X chemfuel, or X wood or something... Then, maybe in a later, much later update, you could travel to different planets or parts of your planet, and "scout" the terrain, or build there, and then the furhter away you went, the better "places" you could go to, and required more fuel.
yeah i love this idea, ive thought about once you have the ship, using it as an actual ship and finding a new place to settle, not just the sad ending of you are drifting till you crash again
Rage Panda Jan 20, 2017 @ 2:08pm 
Originally posted by Mytheos:
@OP

Its a bonus you can even use it as a power source really...

And its one you can build anywhere and requires nothing...everything else either needs a supply of wood, wind or sun to work and of course geothermals you cant choose where you place them...which can make defending them or getting power from then to your base very tricky.

Myself I can run an end game base off 1 geothermal, 6 solar and 3 wind and a single battery without issue...on the super rare occasion its needed I can flip a switch and add multiple full batteries on the grid.

Either way if you have a serious need for power after having that much, fair chance you are blowing a ton of power on something not needed.

Usually its something like using Hydroponics for no reason, having a million lights everywhere for no reason or always having your way too many turrets powered at all times.
i have all my turrets turned off, i am using a fair bit on deep mining drills but i only turn on a few at a time when i need them, i have 40 colonists though, and a pretty massive base, i do have a lot of lights, then everything like work benches, tv's, vital monitors in my hospital, stoves, blah blah all the stuff.
Rage Panda Jan 20, 2017 @ 2:09pm 
Originally posted by AlexMBrennan:
Since spaceship parts are primarily an end game resource sink I wouldn't expect the ship reactor to be of any more use than, say, the ship's antimatter propulsion.

But yeah, you can make an argument that your colony should benefit more from a partially built spaceship (e.g. if you don't have cryo pods then you should still be able to pick up and drop off caravans in drop-pod range) but there is an endless list of features that would be nice to have.
yeah i get that its a part of a ship, but its a uranium reactor, i mean, it should have a massive power output and thats all im using it for. i was just surprised its output was so low
Mytheos Jan 21, 2017 @ 5:52am 
Originally posted by Rage Panda:
Originally posted by Mytheos:
@OP

Its a bonus you can even use it as a power source really...

And its one you can build anywhere and requires nothing...everything else either needs a supply of wood, wind or sun to work and of course geothermals you cant choose where you place them...which can make defending them or getting power from then to your base very tricky.

Myself I can run an end game base off 1 geothermal, 6 solar and 3 wind and a single battery without issue...on the super rare occasion its needed I can flip a switch and add multiple full batteries on the grid.

Either way if you have a serious need for power after having that much, fair chance you are blowing a ton of power on something not needed.

Usually its something like using Hydroponics for no reason, having a million lights everywhere for no reason or always having your way too many turrets powered at all times.
i have all my turrets turned off, i am using a fair bit on deep mining drills but i only turn on a few at a time when i need them, i have 40 colonists though, and a pretty massive base, i do have a lot of lights, then everything like work benches, tv's, vital monitors in my hospital, stoves, blah blah all the stuff.

Still shouldnt have 10 geothermals, some solar and wind and then need more though unless something is wrong, or you are using way too much stuff that needs power.
Rage Panda Jan 21, 2017 @ 1:58pm 
Originally posted by Mytheos:

Still shouldnt have 10 geothermals, some solar and wind and then need more though unless something is wrong, or you are using way too much stuff that needs power.

here is everything i use for power
80 lamps
14 hydroponics basins
3 sun lamps
3 electric tailor benches
6 electric stoves
26 turrets (switched off until needed)
1 hight tec research bench with multi analyser (deconstructing, finished research)
1 electric smelter
1 machining table
6 vitals monitors
6 tube tvs
1 megascreen tv
44 auto doors
27 heaters
28 coolers
30 deep drills (turned off till needed)

Delthea Jan 21, 2017 @ 2:03pm 
Ship generator can be placed where you want. A geothermal cannot.
Ship generator requries no input from anyone or anything for thousands of years after creation (as mentioned in credits). Fueled generators require refuelling.
Ship generator provides a steady and reliable output. Wind turbines and solar do not.

Finally, ship generators are part of a SHIP, and can fly into space. None of the other generators can do that. You're not supposed to power your base with a ship generator :p
Darren Jan 21, 2017 @ 2:26pm 
Originally posted by Rage Panda:
Originally posted by Mytheos:

Still shouldnt have 10 geothermals, some solar and wind and then need more though unless something is wrong, or you are using way too much stuff that needs power.

here is everything i use for power
80 lamps
14 hydroponics basins
3 sun lamps
3 electric tailor benches
6 electric stoves
26 turrets (switched off until needed)
1 hight tec research bench with multi analyser (deconstructing, finished research)
1 electric smelter
1 machining table
6 vitals monitors
6 tube tvs
1 megascreen tv
44 auto doors
27 heaters
28 coolers
30 deep drills (turned off till needed)

You should need a lot fewer heaters and coolers than that. Use vents and you can safely cover up to around 5 bedrooms with a single heater or cooler.

You also probably don't need 44 auto doors peoples bedrooms don't need them only doors walked through a lot (freezer, storage, etc).

1 vitals monitor can do multiple beds unless you have 30+ hosptial beds you don't need that many.

Electric smelters are expensive I keep it turned off unless I am using it.

You also have a lot of lamps (not every room needs one).
ministrog Jan 21, 2017 @ 9:31pm 
Originally posted by Darren:
Originally posted by Rage Panda:

here is everything i use for power
80 lamps
14 hydroponics basins
3 sun lamps
3 electric tailor benches
6 electric stoves
26 turrets (switched off until needed)
1 hight tec research bench with multi analyser (deconstructing, finished research)
1 electric smelter
1 machining table
6 vitals monitors
6 tube tvs
1 megascreen tv
44 auto doors
27 heaters
28 coolers
30 deep drills (turned off till needed)

You should need a lot fewer heaters and coolers than that. Use vents and you can safely cover up to around 5 bedrooms with a single heater or cooler.

You also probably don't need 44 auto doors peoples bedrooms don't need them only doors walked through a lot (freezer, storage, etc).

1 vitals monitor can do multiple beds unless you have 30+ hosptial beds you don't need that many.

Electric smelters are expensive I keep it turned off unless I am using it.

You also have a lot of lamps (not every room needs one).
I didn't know 1 vital mon can work on more than 1 bed... I got to try this out!

@Rage Panda
Holy Crap that's a lot of auto doors. I also dropped my jaw on the amount of tvs you got. Like Darren said, switch the smelter on when you got a stockpile of steel chunks or crappy weapons. The coolers and heaters is hard to comment on since I can't see how you laid out your base.
Mytheos Jan 22, 2017 @ 6:29am 
@Rage Panda

Well you seem to have an excessive amount, and you arent leaving all this on 24-7 right?


80 lamps? What are you using that many to do?

6 Electric stoves? Thats insane...

3 Tailor benches? Again you arent leaving them all on all the time right?

Seems like your heating/cooling might need looking at...seems you may have too many...as mentioned might need to start using vents and better planning, unless the biome is causing you to have to 2x them up.

You have a ton of TVs...what are you doing with them all?

Finally the auto doors seem excessive...generally they are for defensive areas, or areas with the highest traffic....
Last edited by Mytheos; Jan 22, 2017 @ 6:31am
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Date Posted: Jan 19, 2017 @ 9:53pm
Posts: 32