RimWorld

RimWorld

DCActual Sep 9, 2016 @ 9:30am
Geothermal generators not working?
I currently have three geothermal generators, and a bank of about 12 batteries. It doesn't seem that the generators are actually providing power to the grid. I have double checked all my power lines. Even built a few batteries directly next to them, and those aren't charging. I also have 6 solar panels and a few fueled generators left over from the early stages of the collony.

I am getting power from the fueled generators and the solar panels, but my batteries aren't getting filled enough to support my collony over night.

Is this a bug, or am I missing something? I should say that the generators were working fine for a while. I think this started up after a riad knocked out some of my power lines, but the lines have been rebuilt.
Last edited by DCActual; Sep 9, 2016 @ 9:31am
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Showing 1-13 of 13 comments
Deggo Sep 9, 2016 @ 9:43am 
Screenshot with visible power lines please
Legion Sep 9, 2016 @ 9:44am 
How much do you have running off of your power grid? If you're even close to maxing out then you won't see the batteries fill.
DCActual Sep 9, 2016 @ 11:12am 
Okay I think I figured it out. I was reading the rate of electricity usage/generation wrong. I am getting a very slow charge on the batteries. I added up all my generations capacity and all of the items currently drawing power and it adds up. I end up with a 7110 watt surplus during the day, which drops off when the solar panels are dark.

I guess I need to get my last steam vent capped and start looking at a wind farm.
Legion Sep 9, 2016 @ 11:19am 
Don't forgot to also toggle switches to turn off what you don't need at a given moment. Things that you turn off will still draw power but at a substantially reduced rate. It's saved me mutiple times even when I have every vent capped, have a 9+ windfarm, 10+ solar panels, and 20+ generators that don't add up to my power consumption. Honestly, your best bet is getting a growing zone for a large plot of trees and using the fueled generators more often than not; they're great backups.
Last edited by Legion; Sep 9, 2016 @ 11:20am
DCActual Sep 9, 2016 @ 11:22am 
A more coprehensive power info window would be really nice.
Legion Sep 9, 2016 @ 11:23am 
That, I agree with. Having a window that shows output and usage more clearly would make wonders happen.
DCActual Sep 9, 2016 @ 11:25am 
A list of all your generators, and your power consumers. With controls to assign them to be flipped on/off. Like the Animal Tab for machinery.
Legion Sep 9, 2016 @ 11:26am 
This needs to happen. ^
Shaw Sep 9, 2016 @ 9:25pm 
I hope you have your turrets turned off when you're not using them.
If you leave anything unroofed by accident it can chug alot of power.
Legion Sep 10, 2016 @ 8:27am 
Roofs have no bearing on power and I already covered turning things off when not needed. Do people read replies first or just instantly reply?
DCActual Sep 10, 2016 @ 10:35am 
If you are trying to heat or cool an area leaving the roof off would make the heater/cooler run overtime.
Legion Sep 10, 2016 @ 11:49am 
Heaters and coolers run at a constant from what I have been shown. I haven't noticed the power usage increasing from removing a roof.
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Date Posted: Sep 9, 2016 @ 9:30am
Posts: 13