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what planet do you think is the easiest
I think it's class S, what do you think?
Last edited by Base Invaders; Mar 8 @ 5:45am
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Originally posted by Base Invaders:
Originally posted by Hotblack Desiato 42:

That is correct, you cannot produce any power during nighttime hours on class M planets, however I find that to be a weak claim towards power being more difficult to manage. The power generated during the day is reliable and consistent, just as the draw on collectors relative to power consumers.

- Location on any S class planet has no effect on the frequency of lightning strikes.
- Lightning strikes occur in the same random manner as meteor strikes.
- Solar power generation on S class planets will vary based on cloud cover during the day.
- Wind turbine power generation on S class planets operate at roughly 2/3 efficiency due to low atmospheric conditions, and will vary based upon wind velocity.

You claim to be making 252 power during the daylight hours and 55 during nighttime hours, but you are not making those amounts consistently (or reliably) throughout the daytime and nighttime periods. You also claim that your of 5 large lightning rods (25 metals, +5 for connections) you receive on average two strikes per day for a quick boost of 10k power.

Suppose one day you don't get those two lightning strikes and it happened to be a very cloudy and still day. Your colony runs the risk of running short on power, if not running completely out of power during the night cycle unless you happened to have invested in more collectors than necessary (which gained charge from excess generation in the previous days) to get you through the night cycle.

On any M class planet, where the daytime solar power generation is consistent and reliable, I can place the precise number of solar panels to power my colony and charge the precise number of collectors required for nighttime discharge, such that I can walk away from my computer, leaving the game running, and never have that colony experience a power loss/failure. And when I say precise, I mean that I can manage the power so lean in cost that the last collector gets within 1k of remaining charge as the solar panels capture the light of dawn and the collectors switch from discharge to being charged. How is it that I can do this? The answer is simple. The power generation is fixed. It does not vary. There are no variables in the equation.

In order to achieve that same level of assurance on an S class planet, I would have to invest far more resources in excess power generation (to compensate for low level generation on days with heavy cloud cover, or light winds, or infrequent lightning strikes) as well as excess collectors to store that excess generation. The point being that due to the inconsistent power generation from each of the available power generating devices forces one to overcompensate on both generation and storage, thus making the ability to reliably power colonies on S class planet more costly. In other words, at the extra cost in materials one can erect the required extra generation and storage devices to compensate for days when the variables in the equation are not favorable.

In summary, reliable power generation results in great cost efficiency, whereas unreliable power generation results in poor cost efficiency. Whether you realize it or not, you must spend more for power management on S class planets, than is necessary on M class.

I can only suspect what you find difficult about class M power generation is calculating how much power you need to generate during the day, plus the number of collectors required, to get your colony through the night. And that S class only seems easier, because of available power generating alternatives with which you can shovel your resources into the abyss in order to overcompensate. That is to say, it is perhaps easier to compensate for poor power management. Granted the more you play the better you should get handle on managing power. A good rule of thumb is to generate a minimum of 2.5-3x the level of the colony's power consumption during the day period (granted that the day and night cycles are equal in length (note that this can vary on custom challenges)). Also, power management is not the only avenue in regard to resource management. As one becomes more resource efficient they also become more time efficient. The more one hones this skill the quicker they can erect large, and thriving, colonies. The Dark Moon challenge achievement (which is to complete the challenge within 70 days) is a good test of such skills (as well as a good test of welfare skills). Less than 1% of the Planetbase steam community have achieved it. There's a fellow who frequents this forum (@jpgraves) who can accomplish it in 35 days. I don't recall what my record is as it's been quite some time since I last tried it. It wasn't nearly that quick, but it was well within the allotted 70 days. To be that fast you have to be very methodical from beginning to end. That is to say, every metal and bioplastic you produce adheres to a strict plan; there is no excess.

Cheers!

You have failed to kill my counterclaim because

-on class S, If you land in a place like S60 W153 (I landed in s2 e137), where there is a hurricane on the map, There is more lightning strikes.

- lightning and meteors occur at different variables than each other.

- I have plenty of power collectors to save power for nighttime or a day with really high cloud cover So I can battle high cloud cover pretty easily, Plus solar panels on class M decay much quicker than solar panels on class S.

-wind power in my colony is not relied on, It is just in case I had cloud cover many days in a row. It is there just in case So I don't run out of power. Low atmosphere density is no real problem, versus what, Class M with no atmosphere density.

- I usually use math to calculate how many power generators and collectors you need at 15 mph wind and 50% cloud cover and it tends to work almost always.

- Actually, you need more metal to build a class M power supply because once you have a large base, you need a lot of power collectors for nighttime discharge than you would on class S because you can only make power half of the day where on class S, I can make 20,000 Watts of power due to lightning rods so you know you will get extra power in the middle of the night so you know it will be charged a little bit. It costs more metal to build lots of extra power collectors than it would for an extra large solar panel to make the difference about cloud cover. One costs 4 extra metal (5 with connections) and one costs like 10 extra metal (15 including connections).

It is not only power, what about the vicious solar flares that you can barely protect yourself from.

-on class S the only threat is lightning hitting an unprotected interior structure, however on class M, solar flares.

-on class M, solar flares cause radiation and to stop all your people from dying, you need to immidiatly either get a telescope or control center to put on yellow alert. Or you can make tons of medical supplies (consuming lots of bioplastic, can leave you with a vital bioplastic shortage and overworks doctors) where on class M, you don't even start with one.

summary

-on class M, solar flares and radiation and only 1 power source makes it much harder than class S.

-on class S, power is more reliable because you have 3 sources, so you can make power in almost every situation and less dreadful disasters and with lower chances of killing people
D class is the easiest, followed by F, then M, and lastly S. Why do think the developers arranged them in that manner? Just for laughs?

You're certainly are an obstinate one. I wouldn't advise reposting my retorts as though you've won something. You haven't. Some words of advice, "It's better to remain silent and be thought a fool, than to speak up and remove all doubt."

Now on to your rebuke (and I'm being generous with that word).

"You have failed to kill my counterclaim"
You have yet to make one.

"If you land in a place [...] There is more lightning strikes."
False. Location has no effect on the frequency of sandstorms, blizzards, flares, electrical storms, meteor strikes or lightning strikes. Location only affects building space.

"lightning and meteors occur at different variables than each other."
Never claimed that lightning and meteor strikes happen simultaneously. I only claimed that they behave in a similar manner. Much like sandstorms and blizzards are similar in nature (and in some custom challenges you may find both enabled).

"I have plenty of power collectors to save power for nighttime or a day with really high cloud cover"
Which reiterates my point that you are sinking more resources into excess structures to compensate for the variable power generation of solar panels on S class, rather than the fixed power generation of solar panels on M class. I thought you were out to counter my points, not confirm them.

"solar panels on class M decay much quicker than solar panels on class S."
False.

"[Wind power] is there just in case So I don't run out of power. Low atmosphere density is no real problem, versus what, Class M with no atmosphere density."
Right, because you just don't need wind power on M class. Solar power is more than sufficient, because it is fixed and reliable. You have to utilize wind power on S class "just in case", because the solar power generation is inconsistent, hence unreliable. Give S class a try using only solar and tell me if it's easier or more difficult than it is on M class.

" I [...] calculate how many power generators and collectors you need at 15 mph wind and 50% cloud cover and it tends to work almost always."
Again you support my claim of having to sink extra resources into extra structures on S class. On M class you have 100% gain + 100% draw during daylight, and 100% draw during night. While the draw will always be 100% throughout the day on any class, the question lies with the gain. On M class the gain is as absolute as it will ever get! On S class you are guesstimating a 50% gain at best, thus building to compensate for the shortage.

"Actually, you need more metal to build a class M power supply because once you have a large base, you need a lot of power collectors for nighttime discharge than you would on class S because you can only make power half of the day where on class S, I can make 20,000 Watts of power due to lightning rods so you know you will get extra power in the middle of the night so you know it will be charged a little bit. It costs more metal to build lots of extra power collectors than it would for an extra large solar panel to make the difference about cloud cover. One costs 4 extra metal (5 with connections) and one costs like 10 extra metal (15 including connections)."
False. Just because power can be generated at night does not eliminate the need for collectors. While you can most certainly get away with fewer collectors on D or F class because of wind turbines utilizing wind with high air density, due to the extra inconsistent power generation on S class (i.e. greater solar inefficiency) you will often find yourself having to erect more collectors (take note that you have already admitted to building extra collectors - see above). And even though you can manage to get away with not building as many as you might need on an M class that doesn't mean you've licked cost efficiency, because the amount of resources you're dumping into excess panels, turbines, and lightning rods on S class, undoubtedly more than surpasses the resources you would dump into a few extra collectors on M class. Also remember, to put each 5,000 kJ from lightning strikes on large rods into use, you need to have 5,000 kJ of available collector capacity. Surplus power generated beyond the level of colony consumption when all collectors are fully charged is wasted (i.e. lost).

"It is not only power, what about the vicious solar flares that you can barely protect yourself from."
Barely?! Please! xD (Have to admit, it took me a while to stop laughing at this.)

"to stop all your people from dying, you need to immediately either get a telescope or control center to put on yellow alert."
I don't need a telescope to know when a flare is going to hit. Nor do I need a control center to bring my colonists inside and to keep then inside during a flare. In fact, I seldom ever have to treat a colonist for radiation. But then... I am an experienced player. In time, and through the gaining of experience you may no longer find flares so... harrowing?

"where on class M, you don't even start with [a medic]."
False. Setting aside custom challenges, the default starting crew for M class is 2 workers, 1 biologist, 1 engineer, 1 medic, 1 carrier bot.

"on class S, power is more reliable because you have 3 sources"
3 sources does equal reliability. Consistency equals reliability. In short, it's all about efficacy.
Since none of the 3 power sources available to the player on S class have any consistency from one moment to the next they are all unreliable, which is why you have to build more (i.e. overcompensate) in order to assure that your colony is reliably powered. You have even conceded to this point several times in your "counter" argument.

To reiterate: What can be said for that single power source on M class, solar panels? Short answer: Solar panels have the best efficacy on M class compared to any power generating structure on any of the other class planets. Long answer: At any given tick during the daylight period when the panels are active they will be providing their maximum kJ potential (e.g. for a very large panel it will be providing 80 kJ). There is nothing that will impede this fact unless you have let your panels go into a state of disrepair. This cannot be said for solar panels on S class. Why? Because you don't know what the cloud cover will be at any given tick. Same goes for wind turbines, because at any given tick you don't know what the wind speed will be. And as for lightning rods, you cannot predict on what tick they will be struck, or if they'll be struck at all during any period of ticks. Even class D and F solar panels don't quite have the same reliability as M class, because sandstorms and blizzards, which happen to occur during the daylight period, will impede light from the panels. No power generating structure on D, F or S class has the same 100% efficacy of solar power on M class.

If you find powering your colony on M class difficult, the problem is probably your inexperience. If you can't math to figure out how many collectors you need to charge for your colony to get through the night, then your problem not the single daytime power source, it's math.

In regard to the solar flares, I can offer the following advice to help you get better at preparing for them.
- They only occur during daylight hours.
- They most typically will begin at dawn; the second your solar panels have turned to meet the sun. On rare occasions they may start later in the morning, that is up until midday (in other words midday is the last point in which a flare will begin). I have never seen one begin in the afternoon (and I have played a lot of this game).
- They are cyclical. The interval between them is pretty consistent. I don't recall the default interval exactly (5-7 days would be my guess), but you can figure this out by noting the day the first one occurs.
- In early game, before you have the resources to erect a control center, consoles, or telescopes, you can force your colonists to stay inside or return inside by not placing new structures, commencing trades, etc., and turning off mines before dawn. Once your colonists are indoors, you can power down the airlocks so none of them can go outside once the sun rises. (You can do this practice each day until the first one hits and you have an idea of your interval. Then you can do it again right when you are expecting the next flare.)

Best of luck!
Originally posted by Hotblack Desiato 42:
D class is the easiest, followed by F, then M, and lastly S. Why do think the developers arranged them in that manner? Just for laughs?

You're certainly are an obstinate one. I wouldn't advise reposting my retorts as though you've won something. You haven't. Some words of advice, "It's better to remain silent and be thought a fool, than to speak up and remove all doubt."

Now on to your rebuke (and I'm being generous with that word).

"You have failed to kill my counterclaim"
You have yet to make one.

"If you land in a place [...] There is more lightning strikes."
False. Location has no effect on the frequency of sandstorms, blizzards, flares, electrical storms, meteor strikes or lightning strikes. Location only affects building space.

"lightning and meteors occur at different variables than each other."
Never claimed that lightning and meteor strikes happen simultaneously. I only claimed that they behave in a similar manner. Much like sandstorms and blizzards are similar in nature (and in some custom challenges you may find both enabled).

"I have plenty of power collectors to save power for nighttime or a day with really high cloud cover"
Which reiterates my point that you are sinking more resources into excess structures to compensate for the variable power generation of solar panels on S class, rather than the fixed power generation of solar panels on M class. I thought you were out to counter my points, not confirm them.

"solar panels on class M decay much quicker than solar panels on class S."
False.

"[Wind power] is there just in case So I don't run out of power. Low atmosphere density is no real problem, versus what, Class M with no atmosphere density."
Right, because you just don't need wind power on M class. Solar power is more than sufficient, because it is fixed and reliable. You have to utilize wind power on S class "just in case", because the solar power generation is inconsistent, hence unreliable. Give S class a try using only solar and tell me if it's easier or more difficult than it is on M class.

" I [...] calculate how many power generators and collectors you need at 15 mph wind and 50% cloud cover and it tends to work almost always."
Again you support my claim of having to sink extra resources into extra structures on S class. On M class you have 100% gain + 100% draw during daylight, and 100% draw during night. While the draw will always be 100% throughout the day on any class, the question lies with the gain. On M class the gain is as absolute as it will ever get! On S class you are guesstimating a 50% gain at best, thus building to compensate for the shortage.

"Actually, you need more metal to build a class M power supply because once you have a large base, you need a lot of power collectors for nighttime discharge than you would on class S because you can only make power half of the day where on class S, I can make 20,000 Watts of power due to lightning rods so you know you will get extra power in the middle of the night so you know it will be charged a little bit. It costs more metal to build lots of extra power collectors than it would for an extra large solar panel to make the difference about cloud cover. One costs 4 extra metal (5 with connections) and one costs like 10 extra metal (15 including connections)."
False. Just because power can be generated at night does not eliminate the need for collectors. While you can most certainly get away with fewer collectors on D or F class because of wind turbines utilizing wind with high air density, due to the extra inconsistent power generation on S class (i.e. greater solar inefficiency) you will often find yourself having to erect more collectors (take note that you have already admitted to building extra collectors - see above). And even though you can manage to get away with not building as many as you might need on an M class that doesn't mean you've licked cost efficiency, because the amount of resources you're dumping into excess panels, turbines, and lightning rods on S class, undoubtedly more than surpasses the resources you would dump into a few extra collectors on M class. Also remember, to put each 5,000 kJ from lightning strikes on large rods into use, you need to have 5,000 kJ of available collector capacity. Surplus power generated beyond the level of colony consumption when all collectors are fully charged is wasted (i.e. lost).

"It is not only power, what about the vicious solar flares that you can barely protect yourself from."
Barely?! Please! xD (Have to admit, it took me a while to stop laughing at this.)

"to stop all your people from dying, you need to immediately either get a telescope or control center to put on yellow alert."
I don't need a telescope to know when a flare is going to hit. Nor do I need a control center to bring my colonists inside and to keep then inside during a flare. In fact, I seldom ever have to treat a colonist for radiation. But then... I am an experienced player. In time, and through the gaining of experience you may no longer find flares so... harrowing?

"where on class M, you don't even start with [a medic]."
False. Setting aside custom challenges, the default starting crew for M class is 2 workers, 1 biologist, 1 engineer, 1 medic, 1 carrier bot.

"on class S, power is more reliable because you have 3 sources"
3 sources does equal reliability. Consistency equals reliability. In short, it's all about efficacy.
Since none of the 3 power sources available to the player on S class have any consistency from one moment to the next they are all unreliable, which is why you have to build more (i.e. overcompensate) in order to assure that your colony is reliably powered. You have even conceded to this point several times in your "counter" argument.

To reiterate: What can be said for that single power source on M class, solar panels? Short answer: Solar panels have the best efficacy on M class compared to any power generating structure on any of the other class planets. Long answer: At any given tick during the daylight period when the panels are active they will be providing their maximum kJ potential (e.g. for a very large panel it will be providing 80 kJ). There is nothing that will impede this fact unless you have let your panels go into a state of disrepair. This cannot be said for solar panels on S class. Why? Because you don't know what the cloud cover will be at any given tick. Same goes for wind turbines, because at any given tick you don't know what the wind speed will be. And as for lightning rods, you cannot predict on what tick they will be struck, or if they'll be struck at all during any period of ticks. Even class D and F solar panels don't quite have the same reliability as M class, because sandstorms and blizzards, which happen to occur during the daylight period, will impede light from the panels. No power generating structure on D, F or S class has the same 100% efficacy of solar power on M class.

If you find powering your colony on M class difficult, the problem is probably your inexperience. If you can't math to figure out how many collectors you need to charge for your colony to get through the night, then your problem not the single daytime power source, it's math.

In regard to the solar flares, I can offer the following advice to help you get better at preparing for them.
- They only occur during daylight hours.
- They most typically will begin at dawn; the second your solar panels have turned to meet the sun. On rare occasions they may start later in the morning, that is up until midday (in other words midday is the last point in which a flare will begin). I have never seen one begin in the afternoon (and I have played a lot of this game).
- They are cyclical. The interval between them is pretty consistent. I don't recall the default interval exactly (5-7 days would be my guess), but you can figure this out by noting the day the first one occurs.
- In early game, before you have the resources to erect a control center, consoles, or telescopes, you can force your colonists to stay inside or return inside by not placing new structures, commencing trades, etc., and turning off mines before dawn. Once your colonists are indoors, you can power down the airlocks so none of them can go outside once the sun rises. (You can do this practice each day until the first one hits and you have an idea of your interval. Then you can do it again right when you are expecting the next flare.)

Best of luck!

-YES, JUST FOR LAUGHS!
-Most of points you made were not supported by evidence, For 1 you just put "false" and for most you put "False" than some irrelivent information
-I do not have the latest version of planetbase and in class M, in my version you don't start with a medic.
-I really have half the power collectors on class S than I would on class M and I can save power for 1.5 cycles in case I have a day with high cloud cover.

-"solar panels on class M decay much quicker than solar panels on class S."
False.
No they really do

-I had a class M base and I had a control center and put on yellow alert but plenty of things happened where an engineer was repairing a solar panel, a solar flare came, I put on yellow alert but by the time the repair was done, the engineer got radiation. after each solar flare, I have at least 2 radiation treatments I had to do, So how did you do that where no control center or telescope on class M and you almost never had radiation treatment.

-on class M, you can only make power half the day (and in some cases 1/3) where on class S if a disaster happens that decreases power generation, there is always a nother way to make power, whereas on class M, something that decreases solar panel generation like early sunset, you can't even make power. so even on class M, solar power isn't so "reliable" That's like using only solar power on class D but what if a sandstorm comes right after sunrise, you will run out of power. Did you know that during solar flares, solar panels cease to operate? What if you had a bad night,the sun set early, you were down to one small power collector worth of energy and a solar flare came at dawn. you run out of power.

- there is more than three times the chance that you had a bad night,the sun set early, you were down to one small power collector worth of energy and a solar flare came at dawn and you run out of power on class M than there is a lightning free and cloudy and wind free day on class S and you run out of power

- I did make A base on class S using solar power only. No big deal, I had a few small lightning rods (For colony protection not generation) That's why I put small itstead of large. My power supply was fine. I had so many power collectors that cloud cover didn't even matter I still had a good power supply. If you add larger lightning rods and wind turbines to the mix, I will end up with a better power supply. In fact, I seldom ever had to repair solar panels with spares. This proves my point that it is true that solar panels on class M decay much quicker than solar panels on class S. I ran out of power minimal times( 2 times in 30 days).

- You think you are skilled, I am too Did you know that I have prestige of 205 with good welfare. Intruders come every second. I have no guards, practically no guns. All I have for this is control center alarms and red alert. In fact, I seldom ever had to treat a colinist for combat wounds! If an intruder comes I put on red alert, have any colinist pick up the only gun I have and fight. You could also put on yellow alert, get people inside, keep the intruder airlock closed. save the game, open the savegame in notepad and look at this part of the doccument.

<solar-flare>
<solar-flare-in-progress value="False" />
<time-to-next-solar-flare value="6074.321" />
<time value="0" />
<solar-flare-time value="0" />
</solar-flare>

change <solar-flare-in-progress value="False" /> to <solar-flare-in-progress value="True" />. save it.

keep airlock closed, wait until the intruders get radiation, turn off sick bays until the intruder dies.
Last edited by Base Invaders; Mar 9 @ 3:34pm
interesting drilling into the details
It is interesting to read this correspondence :-)
Originally posted by Base Invaders:
-I do not have the latest version of planetbase
Congrats! You've just invalidated your entire argument. Nothing you've ever asserted has any relevance to the current state of the game.

"-on class M, you can only make power half the day (and in some cases 1/3)"
First part is true, the latter is not. Days on M class are 1:1, so you generate solar power for half the day, then sap accumulated storage for the second half.

"on class M, something that decreases solar panel generation like early sunset"
False. There are no early sunsets, again days on M class are 1:1 (i.e. half day, half night). Either you're very ignorant, or you're attempting to BS everyone.

"Did you know that during solar flares, solar panels cease to operate?"
I know for a fact that solar flares in no way impede light from solar panels. Solar panels continue to function at 100% during flares. If anything, speculation would suggest that flares would boost solar power generation, not diminish it. Alas, it does neither.

"- there is more than three times the chance that you had a bad night,the sun set early, you were down to one small power collector worth of energy and a solar flare came at dawn and you run out of power on class M"
That is complete malarkey! Again, on M class the days are 1:1, there are no early sunsets, and flares do not affect solar power generation. As for the "bad night", the only bad thing that could happen is an unprotected full collector getting hit by a meteor, but then that could happen on any class planet.

"I seldom ever had to repair solar panels with spares."
Or so you think.

"This proves my point that it is true that solar panels on class M decay much quicker"
No, they do not. Just because you did not note an engineer or constructor bot administer repairs doesn't mean it didn't happen. Also there is a grace period with newly erected power structures, that is say there is a brief period before they will begin to wear/degrade. When these structures degrade from excellent condition to good condition, that is when the repair task is queued.

"I ran out of power minimal times( 2 times in 30 days)."
Interesting, but not surprising. The variable power generation of power structures on S class planets can often lead to occasional shortages. I never, EVER, run out of power on M class planets.

"- You think you are skilled, I am too"
I don't think I am, I know I am. I know a lot about this game as I've played it extensively. As for you, I'm sure you do possess some skills. However, your game knowledge appears to be constructed mostly of supposition rather than facts.

"Did you know that I have prestige of 205 with good welfare."
Bravo! You want a gold star? (Now, setting aside the sarcasm...) This is really no major accomplishment for you, me, or anyone. Most of my large colonies will reach a prestige of 800 (can do the full 1k, I just seldom waste time on refugees), all while maintaining an excellent welfare condition. Both prestige and welfare are easy once you understand them. Do you know how Prestige and Welfare are calculated? I do, and I'd be glad to break it down for anyone interested.

"Intruders come every second. I have no guards, practically no guns. All I have for this is control center alarms and red alert. In fact, I seldom ever had to treat a colinist for combat wounds!"
There are many ways to deal with intruders. And when I say that, I mean many ways that do not involve cheating, which you have admitted to doing by manipulating the sav file. Typically, for small colonies or rush colonies I will just yo-yo intruders between airlocks until they suffocate. For large colonies where I just cannot be arsed to micro-manage it, I'll funnel them into guard central.

Lastly, I will answer one final question for you.
"So how did you [keep engineers from being radiated while conducting repairs] where no control center or telescope on class M and you almost never had radiation treatment."
I don't let the go out to commence the repairs. Just like one can run intruders between airlocks outside, one can do the same with colonists inside. I proactively prepare for flares prior to their occurrence, rather than reacting to them after they occur. I shut down mines to bring in workers, and I shut down the airlocks to trap everyone inside.

This is my last response to you since you're arguing based solely on your erroneous beliefs, and have admitted to using an out dated version of the game (an alpha version at best, guessing from the many preposterous claims you have made). If you pirated the game, I highly recommend purchasing it. While the devs did not tap the full potential of this game, they did do a good job with it.

Cheers!
BioFringe Mar 12 @ 10:46am 
My personal experience has been almost exactly that of Hotblack's so I think that the differences in version has a lot to do with the disagreement. Update your game! You won't regret it.
Last edited by BioFringe; Mar 12 @ 10:47am
NeoRider7 Mar 12 @ 12:04pm 
Completing the game on a class S planet took me less time than on other planets.
Perhaps this is due to the fact that before I began to play on Planet class S, I first trained for a very long time on other planets :-)
NeoRider7 Mar 12 @ 12:21pm 
I really like what @LuckyDog said about the Planetbase game in his guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1206732949

Originally posted by LuckyDog:
One thing is for certain. Planetbase is fun no matter how you play it. And to say it again - There is no RIGHT or WRONG way of building a Colony. We all have our own style.

All that matters at the end of the day, is that you can stop and admire the view and take satisfaction in what YOU have accomplished.
;-)

Took a moment to put panel wear and tear to the test this evening, and here are the results:

Class M planets, 1:1 day/night cycle, 12 game hours / 12 game hours, 6 irl minutes / 6 irl minutes (at x1 speed). 30 seconds per game hour, 12 minutes per game day. Note that the days are counted based on the hour of planetfall on day zero, not zero hour.

A very large solar panel constructed immediately after planetfall will not begin to degrade until the dawn of what will be the fourth day (~45 min at x1). So there is roughly a period of 3.5 daylight periods before it will degrade. That is the grace period for the new construction. After repairs it will begin to degrade again immediately.

An interesting point of note: Solar panels only degrade during their operating period, i.e. only during the daylight cycle, or while it is generating power. It does not degrade during the night when it is not generating power.

The panel will degrade from excellent to good condition in 22-23 daylight game hours, so if it begins to degrade at dawn on one day, it will reach time for repair near dusk of the following day. (17-17.5 minutes including the night period in between.)

Class S planets, 1:1 day/night cycle, etc. etc.
Not one lick of difference! The very large panel began degrading at dawn of the exact same day, and was ready for repair near dusk of the following day. There is NO difference in the degradation of solar panels between M and S class planets. (inb4 a particular person claims solar flares increase the rate of degradation. Nope. Had a solar flare occur on that first day the panel began to degrade on the M class.)



Originally posted by NeoRider7:
I really like what @LuckyDog said [...]

Originally posted by LuckyDog:
One thing is for certain. Planetbase is fun no matter how you play it. And to say it again - There is no RIGHT or WRONG way of building a Colony. We all have our own style.

All that matters at the end of the day, is that you can stop and admire the view and take satisfaction in what YOU have accomplished.

While I understand the sentiment LuckyDog was going for in that statement, I must disagree with there being no RIGHT or WRONG way of building a colony. If one builds a colony such that the colonists suffer from gross unhappiness, fatigue, malnutrition, or starvation, then they are doing it wrong. If a person's colony fails, and everyone dies, that is an example of the wrong way to build a colony (and not an accomplishment that will make one feel satisfied at the end of the day. xD). I think the sentiment LuckDog was aiming for is that there is no singular path to building a successful colony. There a many ways, that is to say there is no right or wrong way to meet that end. In other words, there is no wrong way to building a successful colony.

Cheers!
Last edited by Hotblack Desiato 42; Mar 12 @ 7:22pm
Originally posted by Hotblack Desiato 42:
Took a moment to put panel wear and tear to the test this evening, and here are the results:

Class M planets, 1:1 day/night cycle, 12 game hours / 12 game hours, 6 irl minutes / 6 irl minutes (at x1 speed). 30 second per game hour, 12 minute per game day. Note that the days are counted based on the hour of planetfall on day zero, not zero hour.

A very large solar panel constructed immediately after planetfall will not begin to degrade until the dawn of what will be the fourth day (~45 min at x1). So there is roughly a period of 3.5 daylight periods before it will degrade. That is the grace period for the new construction. After repairs it will begin to degrade again immediately.

An interesting point of note: Solar panels only degrade during their operating period, i.e. only during the daylight cycle, or while it is generating power. It does not degrade during the night when it is not generating power.

The panel will degrade from excellent to good condition in 22-23 daylight game hours, so if it begins to degrade at dawn on one day, it will reach time for repair near dusk of the following day. (17-17.5 minutes including the night period in between.)

Class S planets, 1:1 day/night cycle, etc. etc.
Not one lick of difference! The very large panel began degrading at dawn of the exact same day, and was ready for repair near dusk of the following day. There is NO difference in the degradation of solar panels between M and S class planets. (inb4 a particular person claims solar flares increase the rate of degradation. Nope. Had a solar flare occur on that first day the panel began to degrade on the M class.)
This is an excellent study and unique information about the amount of time before destruction!
I have never seen such information anywhere else.

It will be great if you will write your guides and save such unique information there!
In this correspondence, this information after some time will be almost impossible to find.

And if you keep this information in your guides, then you will pass on invaluable experience to subsequent generations of conquerors of new planets! ;-))
Originally posted by Hotblack Desiato 42:
Originally posted by Base Invaders:
-I do not have the latest version of planetbase
Congrats! You've just invalidated your entire argument. Nothing you've ever asserted has any relevance to the current state of the game.

"-on class M, you can only make power half the day (and in some cases 1/3)"
First part is true, the latter is not. Days on M class are 1:1, so you generate solar power for half the day, then sap accumulated storage for the second half.
What about 8 hour days?

"on class M, something that decreases solar panel generation like early sunset"
False. There are no early sunsets, again days on M class are 1:1 (i.e. half day, half night). Either you're very ignorant, or you're attempting to BS everyone.
What about 8 hour days?

"Did you know that during solar flares, solar panels cease to operate?"
I know for a fact that solar flares in no way impede light from solar panels. Solar panels continue to function at 100% during flares. If anything, speculation would suggest that flares would boost solar power generation, not diminish it. Alas, it does neither.
Solar power gets diminished because solar panels decay much faster during solar flares.

"- there is more than three times the chance that you had a bad night,the sun set early, you were down to one small power collector worth of energy and a solar flare came at dawn and you run out of power on class M"
That is complete malarkey! Again, on M class the days are 1:1, there are no early sunsets, and flares do not affect solar power generation. As for the "bad night", the only bad thing that could happen is an unprotected full collector getting hit by a meteor, but then that could happen on any class planet.
That can't happen on any planet, there are only meteors on Class D and M and on class M, meteors are much more common so the chance of that is much more common.

Suppose one day, a solar flare came and all engineers are out side repairing solar panels and all of them got radiation but you had few medical supplies and half of engineers died due to radiation. Now you have insufficient engineer personel to operate meteor cannons, meteors hit solar panels and you produced just enough power to run your colony. At nighttime you are out of power. If you have a large base on class M, the chances of this happening is really high. There is no risk of this on class S because no meteors.

"I seldom ever had to repair solar panels with spares."
Or so you think.
I'm not lying.

"This proves my point that it is true that solar panels on class M decay much quicker"
No, they do not. Just because you did not note an engineer or constructor bot administer repairs doesn't mean it didn't happen. Also there is a grace period with newly erected power structures, that is say there is a brief period before they will begin to wear/degrade. When these structures degrade from excellent condition to good condition, that is when the repair task is queued.

"I ran out of power minimal times( 2 times in 30 days)."
Interesting, but not surprising. The variable power generation of power structures on S class planets can often lead to occasional shortages. I never, EVER, run out of power on M class planets.

"- You think you are skilled, I am too"
I don't think I am, I know I am. I know a lot about this game as I've played it extensively. As for you, I'm sure you do possess some skills. However, your game knowledge appears to be constructed mostly of supposition rather than facts.

"Did you know that I have prestige of 205 with good welfare."
Bravo! You want a gold star? (Now, setting aside the sarcasm...) This is really no major accomplishment for you, me, or anyone. Most of my large colonies will reach a prestige of 800 (can do the full 1k, I just seldom waste time on refugees), all while maintaining an excellent welfare condition. Both prestige and welfare are easy once you understand them. Do you know how Prestige and Welfare are calculated? I do, and I'd be glad to break it down for anyone interested.

"Intruders come every second. I have no guards, practically no guns. All I have for this is control center alarms and red alert. In fact, I seldom ever had to treat a colinist for combat wounds!"
There are many ways to deal with intruders. And when I say that, I mean many ways that do not involve cheating, which you have admitted to doing by manipulating the sav file. Typically, for small colonies or rush colonies I will just yo-yo intruders between airlocks until they suffocate. For large colonies where I just cannot be arsed to micro-manage it, I'll funnel them into guard central.

Lastly, I will answer one final question for you.
"So how did you [keep engineers from being radiated while conducting repairs] where no control center or telescope on class M and you almost never had radiation treatment."
I don't let the go out to commence the repairs. Just like one can run intruders between airlocks outside, one can do the same with colonists inside. I proactively prepare for flares prior to their occurrence, rather than reacting to them after they occur. I shut down mines to bring in workers, and I shut down the airlocks to trap everyone inside.

This is my last response to you since you're arguing based solely on your erroneous beliefs, and have admitted to using an out dated version of the game (an alpha version at best, guessing from the many preposterous claims you have made). If you pirated the game, I highly recommend purchasing it. While the devs did not tap the full potential of this game, they did do a good job with it.
I made a whole guide about tricks for any class planet plus how to deal with intruders.
here it is.
https://steamcommunity.com/sharedfiles/filedetails/?id=2008064501

Cheers!
Originally posted by Hotblack Desiato 42:
Do you know how Prestige and Welfare are calculated? I do, and I'd be glad to break it down for anyone interested.

Hotblack Desiato 42, please tell me how welfare is calculated, I figured out prestige but I really need to know how welfare is calculated.
Rigel Mar 14 @ 3:26am 
It's determined by the percentage of AI with statuses (possibly weighted). And that includes the robots.

That also explains why manufacturing robots has a possitive effect on morale. Not only does it reduce fatigue, but robots also are less likely to have a negative status, especially if you have auto-repair stations.
Last edited by Rigel; Mar 14 @ 3:50am
Originally posted by Hotblack Desiato 42:
Originally posted by Base Invaders:
-I do not have the latest version of planetbase
Congrats! You've just invalidated your entire argument. Nothing you've ever asserted has any relevance to the current state of the game.

"-on class M, you can only make power half the day (and in some cases 1/3)"
First part is true, the latter is not. Days on M class are 1:1, so you generate solar power for half the day, then sap accumulated storage for the second half.

"on class M, something that decreases solar panel generation like early sunset"
False. There are no early sunsets, again days on M class are 1:1 (i.e. half day, half night). Either you're very ignorant, or you're attempting to BS everyone.

"Did you know that during solar flares, solar panels cease to operate?"
I know for a fact that solar flares in no way impede light from solar panels. Solar panels continue to function at 100% during flares. If anything, speculation would suggest that flares would boost solar power generation, not diminish it. Alas, it does neither.

"- there is more than three times the chance that you had a bad night,the sun set early, you were down to one small power collector worth of energy and a solar flare came at dawn and you run out of power on class M"
That is complete malarkey! Again, on M class the days are 1:1, there are no early sunsets, and flares do not affect solar power generation. As for the "bad night", the only bad thing that could happen is an unprotected full collector getting hit by a meteor, but then that could happen on any class planet.

"I seldom ever had to repair solar panels with spares."
Or so you think.

"This proves my point that it is true that solar panels on class M decay much quicker"
No, they do not. Just because you did not note an engineer or constructor bot administer repairs doesn't mean it didn't happen. Also there is a grace period with newly erected power structures, that is say there is a brief period before they will begin to wear/degrade. When these structures degrade from excellent condition to good condition, that is when the repair task is queued.

"I ran out of power minimal times( 2 times in 30 days)."
Interesting, but not surprising. The variable power generation of power structures on S class planets can often lead to occasional shortages. I never, EVER, run out of power on M class planets.

"- You think you are skilled, I am too"
I don't think I am, I know I am. I know a lot about this game as I've played it extensively. As for you, I'm sure you do possess some skills. However, your game knowledge appears to be constructed mostly of supposition rather than facts.

"Did you know that I have prestige of 205 with good welfare."
Bravo! You want a gold star? (Now, setting aside the sarcasm...) This is really no major accomplishment for you, me, or anyone. Most of my large colonies will reach a prestige of 800 (can do the full 1k, I just seldom waste time on refugees), all while maintaining an excellent welfare condition. Both prestige and welfare are easy once you understand them. Do you know how Prestige and Welfare are calculated? I do, and I'd be glad to break it down for anyone interested.

"Intruders come every second. I have no guards, practically no guns. All I have for this is control center alarms and red alert. In fact, I seldom ever had to treat a colinist for combat wounds!"
There are many ways to deal with intruders. And when I say that, I mean many ways that do not involve cheating, which you have admitted to doing by manipulating the sav file. Typically, for small colonies or rush colonies I will just yo-yo intruders between airlocks until they suffocate. For large colonies where I just cannot be arsed to micro-manage it, I'll funnel them into guard central.

Lastly, I will answer one final question for you.
"So how did you [keep engineers from being radiated while conducting repairs] where no control center or telescope on class M and you almost never had radiation treatment."
I don't let the go out to commence the repairs. Just like one can run intruders between airlocks outside, one can do the same with colonists inside. I proactively prepare for flares prior to their occurrence, rather than reacting to them after they occur. I shut down mines to bring in workers, and I shut down the airlocks to trap everyone inside.

This is my last response to you since you're arguing based solely on your erroneous beliefs, and have admitted to using an out dated version of the game (an alpha version at best, guessing from the many preposterous claims you have made). If you pirated the game, I highly recommend purchasing it. While the devs did not tap the full potential of this game, they did do a good job with it.

Cheers!
I am using beta 4423129, That's the highest I can get because I am using

-Calmira 10
2010 video drivers
-windows vista
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