RimWorld

RimWorld

Rage Panda Jan 6, 2017 @ 10:59pm
lets talk about power
so i have 9 solar panels, 6 clear wind turbines and 12 fully fueld generators, along with 12 batteries, and it can't handle 9 coolers, 67 lights, 2 electric stoves and 5 turrets.

i guess the main power draw would be the turrets but if their flick status is ticked shouldn't people be turning them off?
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Showing 1-15 of 27 comments
dj8472 Jan 6, 2017 @ 11:04pm 
the lights would be taking up most of that power
Last edited by dj8472; Jan 6, 2017 @ 11:04pm
JonWoo Jan 6, 2017 @ 11:24pm 
If that's all you have hooked up your generators should be more than enough to cover that. Unless you mean sun lamps. Then good luck generating enough power for that :P
Atwood Jan 6, 2017 @ 11:24pm 
I tend to make a full sprint up the research tree for geothermal as soon as I can. It provides a ton of constant power. I also never bother with wind turbines since the wind never seems to be blowing hard enough to justify the component expenditure.

Your main power draw is probably your lights since you have so many of them. Especially if any of them are sun lamps. Turrets are costly to power but you don't have that many. If I build them I tend to have one line leading to the power strip that powers them connected to a flicker switch so I can turn them all off and on with great speed, so I can have lots of turrets but keep them all off so they don't draw power.
Slye_Fox Jan 6, 2017 @ 11:29pm 
Asuming max output:
Solar Panels: +15300
Wind Turbines: +18000
Fueled Generators: +12000
Total: +35300

Coolers: -1800
Electric Stoves: -700
Turrets: -1750
Lights: -10050
Total: -14300

Total Battery Storage: 12000 (with 50% income loss)
Last edited by Slye_Fox; Jan 6, 2017 @ 11:30pm
Atwood Jan 6, 2017 @ 11:33pm 
Ah, so if his numbers are right then it seems like you might have a break somewhere. Maybe not all your power is making it into the grid?
Dodsmania Jan 7, 2017 @ 4:52am 
Try advanced power MOD, get some nuclear power
Geeves Jan 7, 2017 @ 6:54am 
Originally posted by Kajin:
Ah, so if his numbers are right then it seems like you might have a break somewhere. Maybe not all your power is making it into the grid?

That is at MAX power. Solar panels are off all night, and not at max power for a good portion of the day. Wind is almost never at max power, often below 50% power, and 0 when there is no wind.

So no, he likely does not have enough power to cover all of it running 24/7 - especially at night if there is no wind.

Now what he hasn't mentioned is:
Are the wind turbines completely clear of all obstuctions (trees and such)
Are there power lines connecting all turbines/solar/generators to the network
Are any of those lights sun lamps
Is power just draining batteries at night or shutting off completely
Is power draining at night or also during the day

Also, set the worker priority for flick switches to 1 and they will turn off the turrets when ordered to do so. Otherwise the default is set to 3, which is likely only when they have nothing else to do.
Last edited by Geeves; Jan 7, 2017 @ 6:59am
Mytheos Jan 7, 2017 @ 7:03am 
@OP

You really shouldnt need that many lights, what are you doing with that many?
Mytheos Jan 7, 2017 @ 7:11am 
Just would like to point out to the thread...

Solar only maxes out for a short period of the day at 1.7k

Wind maxes out at 3k...so if its running at half power its still 1.5k and nearly as good as solar running at 100%.

The power they give at night is enough to even charge your batteries a fair amount of the time, and when they dont, they reduce the drain greatly.

Windmills are amazing and if you build the right ratio of solar to windmills you can get away with FAR fewer batteries...so few zzzt events arent a danger.

PolecatEZ Jan 7, 2017 @ 7:12am 
2 per bedroom/prison, 4 to 6 per common area and medical ward, it adds up. A 12 man colony should need around 36 lights average.

What you can do is make 2-3 separate grids.

Production machinery, autodoors, and lights (of both types) should be on pure solar power with no battery.

Temperature regulation (ACs and heaters), the electric stove, and hydroponics should be entirely on grid power (some solar, electric, geo) with a single battery backup.

Turrets can be on their own completely separate grids surrounding geothermal vents. One vent can support about 10 - 12 turrets.

Mytheos Jan 7, 2017 @ 7:16am 
Originally posted by PolecatEZ:
2 per bedroom/prison, 4 to 6 per common area and medical ward, it adds up. A 12 man colony should need around 36 lights average.

What you can do is make 2-3 separate grids.

Production machinery, autodoors, and lights (of both types) should be on pure solar power with no battery.

Temperature regulation (ACs and heaters), the electric stove, and hydroponics should be entirely on grid power (some solar, electric, geo) with a single battery backup.

Turrets can be on their own completely separate grids surrounding geothermal vents. One vent can support about 10 - 12 turrets.


You really dont need one in every bedroom.

The ONLY thing it does is "possibly" remove a -3 in darkness debuff IF they pray or meditate in their room long enough...and it disappears as soon as they hit light...its essentially a huge waste of power.

You really only need them near places people work to give them a work speed bonus due to light...which is cooking, crafting, researching, medical and so forth.

Of course dining rooms are a great place as they get a ton of foot traffic and can remove the debuff and allow people to eat faster.
Last edited by Mytheos; Jan 7, 2017 @ 7:21am
JonWoo Jan 7, 2017 @ 8:19am 
Originally posted by Geeves:
Originally posted by Kajin:
Ah, so if his numbers are right then it seems like you might have a break somewhere. Maybe not all your power is making it into the grid?

That is at MAX power. Solar panels are off all night, and not at max power for a good portion of the day. Wind is almost never at max power, often below 50% power, and 0 when there is no wind.

So no, he likely does not have enough power to cover all of it running 24/7 - especially at night if there is no wind.

Now what he hasn't mentioned is:
Are the wind turbines completely clear of all obstuctions (trees and such)
Are there power lines connecting all turbines/solar/generators to the network
Are any of those lights sun lamps
Is power just draining batteries at night or shutting off completely
Is power draining at night or also during the day

Also, set the worker priority for flick switches to 1 and they will turn off the turrets when ordered to do so. Otherwise the default is set to 3, which is likely only when they have nothing else to do.

As long as his grid is hooked up properly and he's not using sun lamps his generators alone would cover all of that and then some. Slye's math was off on the lights, they're only 75 watts each not 150.

My guess is he's using sun lamps. Those are what, 1800 each?

TC if you would post some pictures of your colony that would greatly help us to figure out your issue.
Last edited by JonWoo; Jan 7, 2017 @ 8:20am
Slye_Fox Jan 7, 2017 @ 9:10am 
Originally posted by Jonwoo89:
Originally posted by Geeves:

That is at MAX power. Solar panels are off all night, and not at max power for a good portion of the day. Wind is almost never at max power, often below 50% power, and 0 when there is no wind.

So no, he likely does not have enough power to cover all of it running 24/7 - especially at night if there is no wind.

Now what he hasn't mentioned is:
Are the wind turbines completely clear of all obstuctions (trees and such)
Are there power lines connecting all turbines/solar/generators to the network
Are any of those lights sun lamps
Is power just draining batteries at night or shutting off completely
Is power draining at night or also during the day

Also, set the worker priority for flick switches to 1 and they will turn off the turrets when ordered to do so. Otherwise the default is set to 3, which is likely only when they have nothing else to do.

As long as his grid is hooked up properly and he's not using sun lamps his generators alone would cover all of that and then some. Slye's math was off on the lights, they're only 75 watts each not 150.

My guess is he's using sun lamps. Those are what, 1800 each?

TC if you would post some pictures of your colony that would greatly help us to figure out your issue.
I used the wiki to get the numbers.
Grishnerf Jan 7, 2017 @ 9:16am 
Originally posted by Slye_Fox:
Asuming max output:
Solar Panels: +15300
Wind Turbines: +18000
Fueled Generators: +12000
Total: +35300

Coolers: -1800
Electric Stoves: -700
Turrets: -1750
Lights: -10050
Total: -14300

Total Battery Storage: 12000 (with 50% income loss)


didnt read all of the posts here,
but only fueled generator is a stable power income from the listed above.
the other wont keep up with the power consumption.
-> no wind, no light in the night -> not possible.
only if you have some luck you can power all your base 24/7 with that setup.
Last edited by Grishnerf; Jan 7, 2017 @ 9:54am
JonWoo Jan 7, 2017 @ 9:53am 
Originally posted by Slye_Fox:
Originally posted by Jonwoo89:

As long as his grid is hooked up properly and he's not using sun lamps his generators alone would cover all of that and then some. Slye's math was off on the lights, they're only 75 watts each not 150.

My guess is he's using sun lamps. Those are what, 1800 each?

TC if you would post some pictures of your colony that would greatly help us to figure out your issue.
I used the wiki to get the numbers.

No harm no foul, honest mistake.
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Date Posted: Jan 6, 2017 @ 10:59pm
Posts: 27