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Also your turbines are (at least partially) blocked, fill the front&back area of them with flooring/solar panels/non-tree farms.
1. How can i check the whole energy requirement?
2. Solar panels does not block the wind turbines?
3. What does the yellow bar in the turbines and solar panel means?
Simpler though wouuld be to read the wiki ;)
https://rimworldwiki.com/wiki/Solar_generator
...and no they do not impede wind turbines.
Your colony seems to be in a temperate or even rain forest - why do you put your crops indoors?
1: When you have anything in a power grid selected, it will show a usage figure in the details panel. If that figure's not in the negative during full daylight, you're good until nightfall. If your batteries retain at least some charge over the course of a night with all your electronics active, your setup's adequate for your needs.
Lets assume you chop down those trees that are blocking your wind turbine
Let's assume it is daytime, so your solar cells are operating.
You have THREE growlamps, at 2700 watts each.
also FIVE+ aircons and NINE heaters, using variable but nonzero power
Also one lightbulb.
For power saving, you seem to have your researchers working in Braille books for the blind, in the dark. Very inventive approach, that.
Your total power income is not quite enough to handle your MINIMUM daytime power load. Your average power income is well under half of your power load.
WHY do you use growlamps, in summer in a friendly temperature?
If nothing else, store the lamps until winter, and un-roof those growing rooms of yours as long as the temperature is friendly.
Speaking of roofs, I notice your crematorium does not have one. Sparking choice there! You might want to consider a roof to keep the rain out.
and... For the sake of your *poor* researchers' eyes. Please give them a light to read their books by?
Secondly, I would only ever consider setting up an indoor farm for really valuable crops like smokeleaf or psychite that I want to sell. In order for your colonists to get enough food for the winter, two 8x8 growing zones outside, one with potatoes and one with rice, will reap in enough food during late spring to early autumn that your colonists will not have to worry about food, especially if you also send them hunting to supplement your meals with meat. Your map should have more than enough animals on it that you can hunt, and new ones will wander in eventually.
Lastly, I would suggest that you take a look around your map for a steam geyser, research Geothermal power if there is one, and place a Geothermal power generator on top of it. They generate 3600W of power 24/7. I personally think that it's even worth moving your entire colony closer to a geyser just to get that constant power generation. Geothermal power generators also produce a TON of heat. you can use that by building a vent system around your colony that spreads some of that heat around, so you can save on building and powering heaters. It won't be able to take care of all your temperature needs, but it will help quite a bit.
I beg to disagree. I just began the game on medium difficulty and had an extended Toxic Fallout + Solar Flares + Fires + Mad Animals + Raids, early on. I can see the appeal to grow indoors. Granted I later learned you could go outside *briefly* and let your colonists recover from toxic sickness but still...if I had to do it over again I would go the hydroponic route.
Btw, i have some geyser near my base so i think i'll research for geothermal energy.