RimWorld

RimWorld

batteries?
i had a solar flare happen and my batteries that are charged wont activate... am i missing something?
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Showing 1-9 of 9 comments
Solar flares prevent all electric devices from working.
Aranador Feb 25 @ 11:42pm 
Yah it is a bit odd, but Solar Flares prevent power using devices from working, but power producing devices are fine. which means your batteries are fine, just nothing can use the power they provide.
Solar flares are weird in general, Earth gets hit by them a lot and some countries don't suffer in the slightest outside of the largest and most powerful flares. It is possible to protect from them IRL, and any nation with halfway decent tech can do that if they want to.

In game they shutdown all your power consumers and there is no countermeasure.
Astasia Feb 26 @ 1:28am 
We get hit by a lot of tiny solar flares, but we haven't had a "big one" in like 200 years or so. If something like the Carrington event happened today the damage would likely be fairly catastrophic. Damage to individual devices likely wouldn't be from the flare though, it would be from surges in the power grid.

In RimWorld, instead of thinking of it as the solar flare making a device "not work" think of it more as colonists refusing to plug it in for a duration to protect it from potential damage. As for frequency, our star is pretty tame compared to most other stars when it comes to flares. Something like a red dwarf star would have much more frequent and severe flares on the regular. The solar flare event makes a lot more sense than some of the other incidents, like eclipses.
Vern Feb 26 @ 3:37am 
I like the Vanilla expanded mods one of them adds natural gas to the game that is not hard to get as a tribal . It adds gas gyser you can plop a pump on that has a number of things that can run on gas like lights heaters a deep frezzee AC a stove smith and smelter and a generator to convert the unused gas into electric for the non gas items .
Helixien Gas Expanded ^

Also, Vanilla Factions: Ancients has the ancient tech that works during solar flares. There's also the solar flare protection mod, but that thing requires ~20K watts of stored power to run (meaning lots of powerful batteries from a mod like RimFactory), so really needs to be used with other mods of that nature.

Vanilla Cooking Expanded also adds canning, which gives you a convenient food preservation method that doesn't rely on electricity/cooling.
eMYNOCK Feb 26 @ 7:10am 
Originally posted by Radiosity:
Helixien Gas Expanded ^

Also, Vanilla Factions: Ancients has the ancient tech that works during solar flares. There's also the solar flare protection mod, but that thing requires ~20K watts of stored power to run (meaning lots of powerful batteries from a mod like RimFactory), so really needs to be used with other mods of that nature.

Vanilla Cooking Expanded also adds canning, which gives you a convenient food preservation method that doesn't rely on electricity/cooling.

toss in terrafom rimworld (just drill or build your own geo thermal vents) and power is no issue... or go straight to rimatomics.

20k is pish posh...
Last edited by eMYNOCK; Feb 26 @ 7:11am
The electronics in your colony are all cobbled together out of random spare parts, they don't have the kind of EM hardening we keep hoping IRL devices will start adding (there always seems to be some kind of investment bubble happening that's more important than consumer utility). The Mechanoids have solar flare protection, so it's not unimagined in the game, it just doesn't fit with the vision of HV/AC & lighting repurposed from crap that fell out of the sky so long ago that it's buried inside solid rock.
20K is nothing in modded Rimworld, but it's a fair amount in vanilla, considering the best you have there is geothermal at 3200W.
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Date Posted: Feb 25 @ 10:17pm
Posts: 9