Empyrion - Galactic Survival

Empyrion - Galactic Survival

Generator not working any help
Have set up a core, fuel tank, generator and solar battery. Generator ideling not consuming fuel.
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Showing 1-15 of 29 comments
Amrak Jan 23, 2024 @ 3:44pm 
You do not have anything that is taxing it. Once you start adding constructors and fridges it will use fuel. Adding solar panels will help, that is the only thing the solar battery is for.
OK that makes sense now, thanks. But then how to buffer electric energy if I can't store it in a battery.
Amrak Jan 23, 2024 @ 4:33pm 
Originally posted by Hentai_is_the_Solution:
OK that makes sense now, thanks. But then how to buffer electric energy if I can't store it in a battery.

You will always have to add fuel to tanks. How many tanks and size is how you store fuel. The solar battery is to store solar power. I will have 6 solar batteries for the 15 limit of solar panels. I tend to have more solar batteries. When I leave the base I shut down everything except fridges and grow lights if I have plants. To conserve fuel/batteries, shut off constructors when you are not using them they suck fuel.

add: depends on where you build your base if you get enough solar to support it. I like space bases for this reason. If I am building on a planet in the middle/equator and face the sun.
Last edited by Amrak; Jan 23, 2024 @ 4:35pm
CursedXistence Jan 23, 2024 @ 4:34pm 
If all you have built is the things you mentioned then there's nothing drawing power except for the generator and that would be drawing power from the solar capacitor. It always uses solar first and then fuel second.
mystikmind2005 Jan 23, 2024 @ 9:47pm 
It would be nice if solar batteries were allowed to be charged by generators, but i suppose the technology to do that has not yet been invented in this space age century (sarcasm)
And they also somehow do not work on space ships at all... go figure that out??

But also, watch out for the little secret default off setting of bases... i have lost huge amounts of food stored up over many game hours when i moved my base and that nasty little trick made it all go to spoil.... and not just once did that happen!!!.... it is easy to just assume that when a new base has power, the fridges will work... NO.
mystikmind2005 Jan 23, 2024 @ 10:04pm 
Originally posted by Amrak:
Originally posted by Hentai_is_the_Solution:
OK that makes sense now, thanks. But then how to buffer electric energy if I can't store it in a battery.

You will always have to add fuel to tanks. How many tanks and size is how you store fuel. The solar battery is to store solar power. I will have 6 solar batteries for the 15 limit of solar panels. I tend to have more solar batteries. When I leave the base I shut down everything except fridges and grow lights if I have plants. To conserve fuel/batteries, shut off constructors when you are not using them they suck fuel.

add: depends on where you build your base if you get enough solar to support it. I like space bases for this reason. If I am building on a planet in the middle/equator and face the sun.

I do things a bit differently... i split my bases into 2 and have 30 solar panels, then run block paths to make everything come close together in one location, simple.

I never need generators, and never run out of power, even using just 2 batteries on each base.

The last base i set up which was a bit larger, was split between 3 cores and 45 solar panels.
Terminus Jan 23, 2024 @ 10:26pm 
it aint got no gas in it, mmhm
Originally posted by mystikmind2005:
It would be nice if solar batteries were allowed to be charged by generators, but i suppose the technology to do that has not yet been invented in this space age century (sarcasm)
And they also somehow do not work on space ships at all... go figure that out??
There would be no advantage. You would be moving your fuel from a mutable medium to an immutable one for no gain.
Amrak Jan 24, 2024 @ 3:36am 
Originally posted by mystikmind2005:
Originally posted by Amrak:

You will always have to add fuel to tanks. How many tanks and size is how you store fuel. The solar battery is to store solar power. I will have 6 solar batteries for the 15 limit of solar panels. I tend to have more solar batteries. When I leave the base I shut down everything except fridges and grow lights if I have plants. To conserve fuel/batteries, shut off constructors when you are not using them they suck fuel.

add: depends on where you build your base if you get enough solar to support it. I like space bases for this reason. If I am building on a planet in the middle/equator and face the sun.

I do things a bit differently... i split my bases into 2 and have 30 solar panels, then run block paths to make everything come close together in one location, simple.

I never need generators, and never run out of power, even using just 2 batteries on each base.

The last base i set up which was a bit larger, was split between 3 cores and 45 solar panels.

How is this simpler? You have 3 bases that are not connected. So you have different things in each base that only use the solar panels for that base instead of having everything in one base. You still have the same rule of 15 solar panels for one base, unless you change the files for more. So your point is what?
chaney Jan 24, 2024 @ 3:59am 
Originally posted by The Big Brzezinski:
Originally posted by mystikmind2005:
It would be nice if solar batteries were allowed to be charged by generators, but i suppose the technology to do that has not yet been invented in this space age century (sarcasm)
And they also somehow do not work on space ships at all... go figure that out??
There would be no advantage. You would be moving your fuel from a mutable medium to an immutable one for no gain.

Seems like it could help with high peaking consumption while it's dark out. If you want to run lots of things that are power hungry NOW and don't have the generators to hit the required capacity, and solar is depleted ... it's probably a pretty niche case though so your point is persuasive on not bothering to change the game.
mystikmind2005 Jan 24, 2024 @ 4:00am 
Originally posted by The Big Brzezinski:
There would be no advantage. You would be moving your fuel from a mutable medium to an immutable one for no gain.

Your joking right?? Gezus, even nuclear submarines have batteries.

And when humanity finally builds nuclear or fusion powered space craft, you can bet your life they will have batteries.... basic engineering 101
Last edited by mystikmind2005; Jan 24, 2024 @ 4:07am
mystikmind2005 Jan 24, 2024 @ 4:05am 
Originally posted by Amrak:
Originally posted by mystikmind2005:
How is this simpler? You have 3 bases that are not connected. So you have different things in each base that only use the solar panels for that base instead of having everything in one base. You still have the same rule of 15 solar panels for one base, unless you change the files for more. So your point is what?

It is NOT simpler to begin with, but once set up, you never have to worry about power in your base again. And the way i set it up, it is 1 single base in terms of ease of use... you do not have to run to different bases if that's what your thinking? I got it all converging in 1 location for ease of use.
Amrak Jan 24, 2024 @ 4:10am 
Originally posted by mystikmind2005:

It is NOT simpler to begin with, but once set up, you never have to worry about power in your base again. And the way i set it up, it is 1 single base in terms of ease of use... you do not have to run to different bases if that's what your thinking? I got it all converging in 1 location for ease of use.

And yet one space base with 15 solar panels can run anything you could wish for. Never needing fuel. So again why would anyone build 3 bases on a planet to do what one space base can do easily?
Originally posted by Amrak:
Originally posted by mystikmind2005:

It is NOT simpler to begin with, but once set up, you never have to worry about power in your base again. And the way i set it up, it is 1 single base in terms of ease of use... you do not have to run to different bases if that's what your thinking? I got it all converging in 1 location for ease of use.

And yet one space base with 15 solar panels can run anything you could wish for. Never needing fuel. So again why would anyone build 3 bases on a planet to do what one space base can do easily?
Primarily, easy access to water, promethium, and other resources. Planets with extensive biospheres tend to have weather that reduces solar efficiency, but they're also great places to forage for more esoteric medical ingredients. Planets also sometimes have useful traders you can buy things from that you can't manufacture yourself, like small arm upgrade kits and autominer cores. Everybody loves a home with convenient shopping.
mystikmind2005 Jan 24, 2024 @ 4:38am 
Originally posted by The Big Brzezinski:
And yet one space base with 15 solar panels can run anything you could wish for. Never needing fuel. So again why would anyone build 3 bases on a planet to do what one space base can do easily?

You could be right, but this is my first play through of the game, and after what happened on Akua with my first base,.. trying to upgrade to large solar panels in the middle of constant storms and no power at all during the night.... i simply do not trust 15 solar to run a base.
Last edited by mystikmind2005; Jan 24, 2024 @ 4:39am
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Date Posted: Jan 23, 2024 @ 3:02pm
Posts: 29