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Without looking at the game, IIRC that means you can run that many watts for an entire day before you run out of your stored power. So if you are running less than that number of watts of total power, you will last longer than a day (scaled up appropriately), and if you are running more than that many total watts you will last less than a day (scaled down appropriately.)
It just shows you how much charge your batteries have, eg. if your batteries hold 1000Wd that means they will supply 1000W for 1 day if there is a deficit in your grid
https://rimworldwiki.com/wiki/Battery
Wait, really? Wth, what's the explanation for this?
Yes, so better to have several rooms with batteries - once first is full you will disable them and switch to second (leaving first in backup) and so on.
The answer is essentially this:
"More energry that can go boom = bigger boom" - Gustavus Anonus
A nice battery of laser Obelisks and Marauder cannons needs a good 500 000 Wd of stored power to last through a serious raid.
Needless to say, the "Bzzzzt" event is very entertaining in the world of RimAtomics.
If all your batteries in same room and Zzzzt will happen on conduit that exiting from this room you may end with glorious fire and no energy. This why I suggest to have 2 separate rooms with batteries.
But yes, of course you can have them all in same room.
>_< You completely'd missed my point - if fire will happen in battery room (yean, chances are very low but it's happen) then you may end with mega-fire as batteries are quite flammable AND no energy. Same can happen with "lucky" mortair shot or drop pods.
This why I suggest to have two separate battery rooms - for additional safety.
Smart placement of power sources can see you just using batteries AS conduits - IF the layout you're going for allows. For example, if you want to dedicate a solar panel to your food (Freezing your food, powering your kitchen or paste dispenser, and providing light for your dining room) you could place the solar panel beside the building and build a few batteries alongside it to extend the range you can connect to since you can connect directly to a battery or power source.
That said, conduits are convenient and the fires that occur are usually small and manageable so it's probably best to just suck it up and use conduits so you can just extend your wires where they're needed. It's simply an option if you had some critical function you wamted on a seperate network without risk of shutdown in the event of electrical fire - such as if your colony is dependant on a nutrient paste dispenser for it's food, or dependant on turrets for it's defense. (And even then, Solar Flares can shut that down anyways.)
Also, I think using conduits is probably inevitable, I might be wrong though. But I found out that you probably cannot survive for too long or keep a healthy colony without power, and when you need power and have a sizable colony, there comes the conduits.
Though I also just connect everything on one main frame, I might be wrong in doing that too. But then again, sun lamps just take up so much power and it takes like 2+ waterwheels to support one anyway.
I'm sure you can come up with a terrible layout that will get all of your stuff on fire, but you making separate rooms is not the only way to avoid it.