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번역 관련 문제 보고
But could it been on the way to the batteries the power is used up?
I am suprised the lights are not flickering with only one panel and that many hydroponics, with electric smelter.
in desert biomes try to go for wind turbines/solar instead, you dont have the wood for power usage there.
you know it would have been easyer for the community to answer if you had clicked on any of your electrical stuff, and get the readings of electricity production vs usage...
Besides that... I guess a little math as well...
4 fueld generators = 4000W (1000w each). 1 solar lamp 1600W... just for the 4 near your (ununderstable outdoors imo) hydro, you get 3400W surplus (that is if they are all working...)
Now add to that, batteries only have a 50% efficiency while they are charging... meaning out of those 3400W used to charge them, only 1700W will go in them...
I don't know if you replaced your electricity cooking stove for a wood fueld one, but due to the difference between the 2 images I guess that is. but as I understand if you really did that it was to save power, I would rather have built an other wood fueld one and turn off the electrical one... so you don't waste 1 component (well sometimes you finally also run out of components...)
Now as other said... you're on a map where growing trees require a lot of colonists energy and rare growing land... I have seen an older pick of yours where you had a wind turbine or am I wrong ? but it seems you had issues with a raid on it...or wall blocking it...
Now you know you can ENCLOSE (yes yes really...) enclose your wind turbine in walls and just get it zoned with a non roofed area... as long as your walls are outside of the turbine perimeter... and doing so with no doors, so I would guess pretty protected from raids, and if needed to go for a repair, then demolish 1 wall block
Wind turbines are a non reliable steady source of power... but when they provide power, they generate quite a lot... so on your situation, I would look for a few geothermal -> solar -> wind
EDITED due to some wrong numbers I stated... but principle still same.
is switches and then hoping you get 1 battery to full level before it goes the only solution???
new picture.. these all used to be full!!
https://s15.postimg.org/w7m8olobv/Screenshot_68.png
So while the total is completely the same, (let's say for demonstrate 4x250w = 1000W) I rather see a fully charged 1000w battery than 4 1/4 charged ones... lol I guess that is my only OCD.
So I prefer charging 1 battery... and if you feel something did not happen for a long time... turn off that switch for that 33% charged battery, and turn on an other 0% filled battery... so if anything happen, you still at least have that 33% available...
So as Muzzy said, you need to experiment and find your own settings and do what you feel like having... His solution is wonderful but I would hate my base building doing as he does then lol
Do you get the line exploded zzzzt or the zzzt when something does not get enough power to run?
Even you have 4+ batteries on that picture, with only 2 generators and a solar you wont get your base powered i think.
Yeah sure it seems cheap to totally negate the zzt explosion, but the batteries are still drained, and honestly the game seems to punish you for wanting a half decently sized colony that doesn't run off ♥♥♥♥♥♥♥ torches and fueled sources forever by blowing up half your buildings.
No punishment at all the time I spend dealing zzzt problems compared to what others waste cutting down trees and feeding their gens is so patheticly tiny its not funny. Its a great trade off, but many can't adapt I guess.. just like people out there turn off the sunflares, or nerf the crap out of them so they don't have to learn to work with them...