RimWorld

RimWorld

.. Nov 9, 2024 @ 1:53pm
How to restore power during solar flare?
How to restore power during solar flare?
< >
Showing 1-15 of 16 comments
MadArtillery Nov 9, 2024 @ 2:01pm 
You don't
Dexter Nov 9, 2024 @ 2:02pm 
That's the neat part
Steelfleece Nov 9, 2024 @ 2:19pm 
Wait until it's over.
sbmarauderman03 Nov 9, 2024 @ 2:34pm 
Move to a different tile
Hoki Nov 9, 2024 @ 2:47pm 
sacrifice all but one pawn
HidesHisFace Nov 9, 2024 @ 5:25pm 
You don't, it will go away on its own.

Nut there is kind of a workaround - Vanilla Helixien Gas Expanded mod.

It adds titular Helixien Gas deposits, similar to Steam Geysers. It allows you to build gas pumps and power certain facilities of your base with gas.
You get gas lighting, gas stoves, smithy, smelter.
You also get gas temperature controls - coolers and heaters. Coolers are vastly weaker than electric ones and are hard-set on -5 deg.

Generally, all the gas appliances are weaker or less efficient than electric counterparts BUT they all work through solar flares. Still though - your base will remain mostly functional at all times - makes for a great emergency power system or a themed run.

And another boon - you can convert excessive gas into electricity - though gas generator ARE vulnerable to flares - so no cheesing that.
Sedrido Nov 9, 2024 @ 6:21pm 
just dont use power lmao
Ashley Nov 9, 2024 @ 8:05pm 
You don't. Not without mods

It's one of those things I really don't like a game cause there's no real counter to it besides don't gather a ton of food and invest in survival meals
Last edited by Ashley; Nov 9, 2024 @ 8:44pm
Grinch Nov 9, 2024 @ 10:39pm 
Originally posted by Ashley:
You don't. Not without mods

It's one of those things I really don't like a game cause there's no real counter to it besides don't gather a ton of food and invest in survival meals

You can disable it in the Scenario editor, among other things.
Sedrido Nov 10, 2024 @ 4:23pm 
juno was mad because he knew he'd been had so he shot at the sun with a gun
Dreagon Nov 10, 2024 @ 7:10pm 
You don't. It's why I got a mod to remove them because it's the only threat you can't really mitigate or defend against. I would love it if batteries would still be able to power things during solar flares.
Aranador Nov 10, 2024 @ 8:36pm 
I find both Solar Flares and Short Circuits to be kind of stupid in how they work in this game, so I usually disable both in the scenario editor for my games.
Steelfleece Nov 10, 2024 @ 9:20pm 
Originally posted by Dreagon:
You don't. It's why I got a mod to remove them because it's the only threat you can't really mitigate or defend against. I would love it if batteries would still be able to power things during solar flares.

The trick is, solar flares don't disable power sources or conduits but the objects that require power directly.

Originally posted by Aranador:
I find both Solar Flares and Short Circuits to be kind of stupid in how they work in this game, so I usually disable both in the scenario editor for my games.

Shorts can be almost totally mitigated by using the new hidden conduits. I tend to assume the hidden conduits to be properly installed and insulated power lines while standard, visible conduits are pretty much a chain of extension cords. But yeah, solar flares are a jerk move by the ST.
I use the Mods "RT Solar Flare Shield" and "Power Logic" to still have a challenge and some control over it.

The Flare Shield activates on a solar flare, all power giving units besides batteries are off. So you have your total amount of energy with batterys.

With Power Logic you can Build Switches that can cut power at a specific battery level.
(And actually many more features)

For Example (for the worst case: heavy energy consumption, under attack, many turrets)
I have a 2 Step System. Most of the very energy demanding but not nessessary systems shut down on 70% and more critical systems cut at 30% Battery.
Things like my fridges / AC for cooled warehouse will run until power is dead, so as long as possible.

Actually with this system i would like even longer and more random solar flares as an unique impact.
Because a solar flare is mostly around 12h. I really would like to test my setup against 48h :D

Also useful with this mods is something like "Select Reconnector", so you can choose to which cable a machine should connect
Last edited by Alucard Nosfera™; Nov 11, 2024 @ 6:13am
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Nov 9, 2024 @ 1:53pm
Posts: 16