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Nuclear reactors produce power whenever they're online. You can either burn your cores nonstop, or keep an eye on when your batteries are full, thus running back and forth to turn your reactor on/off when need be. Too much of a hassle for me, I personally get to Pu-241 and just run nonstop. As such you wouldn't need power groups there either, you can't save the power in any way, unless you have vast amounts of batteries, and that in the end becomes prohibitive.
2) Batteries do need to be in a group with generation, or draw from a group with generation by use of a power transfer box. Again it'd just be a hassle moving those batteries around, but in the same way you could separate them to have them as backup, so you know you'll always have X amount of power tucked away. Problem would be if your ship takes damage, and those batteries end up draining because of it.
There are few things in the game that use power even when not actually used. Like weapons drawn whenever they're turned on (even if you don't fire them). Same with sensors, they draw power even if you're not actively scanning signatures or such.
Holotables and consoles draw power nonstop, also the cyber warfare suite draws power if there are chipsets in it, no matter if they're activated or not.
Extractors, refineries, salvagers, assemblers, 3D printers, basically anything you'd normally "use" don't use any power when idle. As such there's no real need to turn them off nonstop.
https://steamcommunity.com/sharedfiles/filedetails/?id=1697683699
Short answer, don't use power groups right away.
The problem with all in one group is yes power surges pull from the battery but the hydrogen gens put the power back before the solar panels have time to charge the bats. So you waste most of the solar power.
Assuming you have 100 solar panels (50 power), you're wasting 19 hydrogen per minute whenever those solar panels aren't being utilised. That's one hour and 45 minutes of playtime before you've lost a box of hydrogen.
The downsides of splitting up your power in power groups can be catastrophic if your ship takes damage. If you're willing to accept that, because you're saving a box of hydrogen per 1h45m of playtime, have at it. I personally will continue 'wasting' my solar, and keeping it as a 100% backup for critical systems.
are they overwhelmingly useful? eh they help me rein in the power hogs, aside from that they really do need heavy amounts of love to be as effective as they reasonably should be.
theres almost no reason to, nukes or not, as by the time you can plop a nuke in a ship, you can more easily put a bunch of large batteries in and 1-2 gen and a large/xl tank, fill it and wait a few minutes, and/or have 8 t3 portables ready to go, and you probably have upgrade carts for engines/etc so whip those out on the DTs(expans are kinda meh, just put DTs all around the ship for those 6 upgrades, the bridge DT with trade data, the rest research)
If you don't group extractors, you'll have to run around to turn them on and off individually.
Also, if you are not grouping ACTRs, you will have to run to turn off power in case of fire.
In case of fire, it is better to turn off the power of the device and extinguish the fire.
Automating resource extraction requires about 70 ACTRs.
If you want to automate ammunition production, you need more ACTRs.
After all, the bigger the ship, the more you will feel the need for automation and the group to control it.