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If you want to use hydroponics, use them for the short/medium grow stuff so losing occasional crops wont matter.
Realize that isnt really the answer you are looking for but different tools for different jobs, you know?
The greenhouse setup is the way to go for consistency. At some point power production really isn't a huge barrier, so the sun lamps are easy enough to run. Of course skylight mods make that even less of an issue, and greenhouses can be setup very early.
i see, you're a man of cultivated funghus too...
The solar flare shield draws a small amount of power until it activates during a solar flare, which it then draws a massive amount of power (think it was like 20k or something). It's meant to be a late game tech, and will stop the effects of a solar flare
I am no man! *Stabs* ;)
While Hydroponics are the first thing I encountered that annoyed me with it there are other things from other mods that have similar issue. The VE Cooking mod has soup which takes days on an electric slow cooker and when the power goes out all the soup is ruined. Because it takes days to cook i have a lot of soup pots out cooking.
Plus since late game all the machines require power your whole colony effectively shuts down during the period. So my colonist have practically nothing to do, all the cooking food spoils, and general hassle of having like a full day without power.
Honestly I'd prefer like any other events. Heat/Cold waves you can insulate buildings with proper temp controls. Raids be it standard, siege, or drop-pods you can setup defense for and equip pawns. Same goes for much of the other events.
But Solar flares there is not really anything you can do to mitigate them other than NOT USE curtain features of the game, or at least use them in a diminished capacity. There is no interesting interacts and responses to be done. It's just oh **** there goes my crops, soup, and etc.
Since I do use VE Ancients, I've resorted to using a advanced soup pot mod that still functions in solar flares, so that is also an option
If you really want to get advanced, ships in space from SOS2 mod are also not affected by solar flares. So you could have like an orbital hydroponics bay if you wanted. Then transport food stuffs to the colony (if you didn't want to live on the ship). Though ship building is pretty late game, it's very resource hungry and requires a lot of adv components
I use a lot of VE mods but not the Ancients one. I'll check out advance soup pot mod as well in case i do decided to get VE Ancients in future as I was looking into some of the other VE mods to add.
I have SOS2 mods as well and mostly did wreck ship in space start for last few playthroughs. But wanted to go back to roots this time with more tribal start and lot of ground oriented stuff like the VE mods which I typically didn't see doing mostly space colonies with ship combat and raiding space locations.
I still have SOS2 installed but made a rule for myself not to R&D any of it's tech until I unlock ALL of the other techs as it will be my end game for this playthrough.