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Unless you have something with sporadic power requirements, though, batteries are really mainly for wind and solar setups.
Solar flares affect the devices that use electricity, not the power sources. For those events, doesn't matter what power you use.
As far as smart building, using nonflammable walls and not going crazy with an abundance of batteries (just have a few spares charged and switched off the grid if required) isn't hamstringing.
If you don't care to have any back-up power source, then you don't have to use them.
But, not using batteries is pretty unsmart.
"Stable" energy sources are generally not. By that, I mean Rimworld has a number of ways of upsetting things in the game the player thins are "stable." The game is based on not letting the player become overconfident...
Zzzt events occur in conduit segments, each having a chance of experiencing one. Batteries, themselves, can only zzt/short if exposed to water. Each battery connected to a conduit path when a segment on that path Zzzts contributes to the overall power-discharge, explosion. A conduit connected directly to the battery could Zzzt and the resulting explosion effect a battery.
I always use at least three batteries in a switched, connected, bank, no matter how many power sources I have.
Whoever you heard that said batteries were useless as a back-up power source is... not someone that you should be taking advice from. (Though, always ask what mods they use, since the only generally true advice possible is in reference to the vanilla game.)
Note: Batteries are also nice to have for hastily placed defensive turrets. You can reinstall a battery and turret configuration and connect them with a couple of conduits and a switch where and when they're needed.
PS: I don't use any of the DLC. So, if that Toxifier is foolproof, then maybe you don't need any batteries. /shrug I'd hope that Ludeon wouldn't introduce mechanics that obsolete basic, strategically important, ones in the vanilla game, though.
Geothermal and chemfuel have always been better replacements for solar/wind later in the game and by mid game you generally would have gotten rid of all batteries anyway. I have done bases that relied primarily on huge solar arrays and battery banks for RP reasons, it works, it's just not very efficient or practical.
Also, in regards to short circuit events, as long as your cables are under stone walls or better, it just doesn't matter. It's actually better if you have more than a certain number of batteries because if the explosion force is high enough it will not start any fires, it just does a small amount of "bomb" damage to things nearby. So batteries make the short circuit event less dangerous in a way, even if the intention is the opposite.
The only time I can think of that batteries are actually a required necessity is if you're running the Rimlaser mod. The laser turrets have to have a battery in your circuit or the turrets won't fire. It doesn't matter what kind of generator or network excess you have - no batteries no pew pew.
I play without flowing water, with Tribe, so I'm at disadvantage tech wise. Usually after Complex furniture and Clothing, I go down the line of Electricity, then Cooling and Batteries afterwards. However, by reading all of this information, I do not understand why you get rid of all the batteries mid-late game ?
I run power lines (mostly) via walls or fence, but Zzzt event is (as explained) smaller explosion than a boomrat, and it's usually in Home zone, so it gets done with quickly.
However, I never get rid of batteries, they are my fail-safe power, being event or raid.
Until recently, I've dealt with deforester/psychic ships by moving my turrets in the range of mechanoids, build barricades and roof (it always rains to stop the spreading fire from the impact, but rain is no bueno for range weapons) and just bring fully loaded battery so the turrets gets juice.
As for drill mining, bringing and rotating batteries is just more micro and stuff to think about, so I always build power conduit to the mine place, and that's it. I do have an idea of assault with turrets and batteries brought by caravan, but then I just realized that Power Beam would do much more damage and it's already carried by warrior pawns.
Edit: I play Vanilla, no DLC or mods.
Underground power lines ensure that I never worry about zzzt events.
Batteries have 2 Primary Uses.
1.
If You have no River on your Map. And your Geothermal Energy is not Sufficient.
Solar and Wind become the only Means of Producing Energy without a constant Draw on Ressources (Chemfuel/Wood) Or which Toxify the Area.
Solar and Wind however are not Stable. So You need Batteries for them.
This is usually only the case if You really want to go Super Big with your Base and thus Require Absurd amounts of Energy.
For example if You want to make a Big Base which is Fully AirConditioned and Defended by Large amounts of Automatic Turrets etc.
A Good Example for this is if You want to have a Large Colony of 30-50 People which are Transhumanist and thus You need alot of Biosculpting Pods and Neural Superchargers etc.
Which requires alot of Energy.
But dont want to constantly make Chemfuel or Constantly Deal with Toxic Waste.
2.
The other use is as Buffer for Energy Intensive Tasks on Low Wealth Runs.
This is the Polar Opposite of the Above. It means You want as Little Wealth as Possible.
So You dont Build Stable Energy Sources to Supply all your Workbenches etc.
You instead only Build Minimal Energy Sources and some Batteries.
And then only Turn on Workbenches when You actually want to use them.
Thus using Energy from Batteries while You actually do something. And when You dont do something. You just Shut it Off thus Your Batteries being able to Charge up.
Because having a Solar Panel and a Battery or Two to Run basicly only the Lights of your Place constantly.
And everything else only being Switched on if Used.
Is far less Wealth than Building several Geothermal Generators to have all of Your stuff constantly Running.
Beyond that there is also some Niche Uses.
For example to Power Independent Positions.
If for Example You want a Bunch of Turrets half the Map Away from Your Base and dont want to have it Connected and Draw Energy from Your Main Base.
(Because if You dont put a Battery there. Any Raider Cutting the Cable will make it useless and putting Batteries there means You risk Explosions in your Base from Stored Energy)
Then the Easiest way is to Put some Solar Panels and Batteries there to Power this Independent Turret Emplacement without it needing any Connection to Your Base and without it putting any Risk to your Base.
Or Using Batteries as Portable Energy Sources.
This is something You can do as well. You can put a Battery Down and Charge it up.
And when its Full You Pack it Up and then it can be taken along for Your Colonists to have an Energy Source Available in the Field.
For example to Power something while out in the Field like Deep Drills.
But also to have Colonists on Caravans Carry some Batteries and Turrets which they can then Throw down in Combat :)
Considering batteries are locked behind research you're better off researching toxifiers right away instead of researching + building stuff that's gonna be obsolete right after the next short research