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Edit: Also build a Generator and keep it fueled. Since Wind and Solar are not always reliable.
Then as others have mentioned, you need to get a research bench, select "batteries" from the tree and make sure you have a colonist actually researching.
The batteries will let you store power gathered from wind and sun, making these situational powers work much better.
You have wind turbines for when it blows. But when it does not you have...
Solor pannels for when it is sunny. But when the sun doesn't shine you have....
Geothermal that will always produce power..
And so on. You do not just have one type of power source. You also need batteries that help you when there is downtime. Like when the wind doesn't blow and when the sun doesn't shine.
Best way to minimize the damage is to minimize your wiring and keep it away from anything that can burn or explode.
Another good thing to do is just spread batteries in few rooms. But I think that three batteries should be enough for start.
I mess that up with.. is it the crematorium? or maybe I am thinking of the smelter. There is something I occasionally place outside/unroofed that I shouldn't.
The Smelter is a usual culprit due to heat it generates. (Well, both are, but it's the more often used one.) I build mine in a room with either one wall missing or a couple of vents if it's in a cold area.
Note: A Solar Flare's effect that temporarily effects electrical power grids can't be overcome to then restore that power - You have to wait it out.
As others have stated, and I'll elaborate, you need Batteries to counter normal brown-out/power-loss situations.
Once you have some batteries, you should eventually have them charged up and they'll handle your power needs at night or during dead calms when wind generators don't work. (Be sure to build a couple of solar panels, too. Mine "Compacted Machinery" nodes for Components as needed.)
Hint: You can maximize space by building your Solar Panels within the area marked out by the Wind Generators that needs to be kept clear of any obstructions (Typically, buildings, trees and heavy stone overhangs) - Solar Panels don't obstruct the Wind Generator. :)
I always build a back-up battery power supply as well. I typically start one with three batteries and a switch that connects them to the main grid. (They're always stored in a secure room and I could build a couple of separate ones all my backup-power isn't completely taken out at once by an explosion/attack.) I charge them up, flip the Switch to disconnect them from the grid, then check them from time to time to see if they need recharging - Batteries will continually lose a small amount of charge. If I have a catastrophic power loss issue and working batteries are out, all I have to do is flip the Switch. )
Building an alternative, fueled, power source is always a good idea, even if you don't normally use it. A wood or fuel fired generator that's hooked into the power grid supporting your Freezer can save your colony's food supply in an emergency. Build one when you have the materials to spare, "just in case." Once operating, it will require a colonist to occasionally fuel it as needed, but it's not a big deal. You can keep a small stockpile of fuel nearby, just don't stack it too close to the generator. :) (For chemfuel, it's a good idea to at least give it its own little nook/closet separated from everything else and especially power lines.)