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Problems with Hydro
Dear Players of Planetbase:

This is Indy. Greetings!!


I've been playing this game for the past couple of days now, and I find I'm having great difficulty keeping my hydro flowing. It's just when I think that everything is going fine--BAM!--everything starts shutting down. I'm building solar panels and wind turbines all over the place, but to no avail.

Questions: 1) How do I keep it running? 2) What do I do with power collectors that don't want to work?

Cheers always,

Indy.
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Showing 1-15 of 16 comments
slxpress Feb 19, 2016 @ 11:17am 
I'm not sure I understand your question. You are having difficulty keeping your hydro flowing?

I looked the term up, but I don't think you mean your hydroponically grown marijuana.

http://www.urbandictionary.com/define.php?term=hydro

A rule of thumb is two power collectors of the same size for each solar panel, but that's not quite right as a ratio. It's more like 5:2. The best thing to do is to watch your power consumption through the night by hitting F4. Compare that to the day/night cycle (which is toggled between that and your goods by hitting T). The day/night cycle starts at 6 and ends 12 hours later. The solar collectors will keep collecting power a little after nightfall hits, and more importantly when you're facing an energy crisis, won't start collecting power until a little after daybreak starts.

Based on that, you can check at 9/12/3 and look at your colony's energy consumption. I always try to have a couple of extra power collectors by morning, and plan my energy production accordingly. The sooner I figure out I'm going to have an energy shortage the better, because that allows me to start powering down big energy consumption items sooner, which means I can be the least disruptive to my base until morning comes.

I'm assuming you're playing on the first planet, given the nautre of your question and how recently you started playing. On the first planet I keep my max wind production to maybe half of my overall base's energy needs. The only reason for this is in case a sandstorm hits towards the latter part of the day, erasing the solar production. Since the wind turbines operate at maximum efficiency during a sandstorm, that will help alleviate any shortfall. Mostly I rely on solar power and power collectors, since wind can't be counted on to be a constant.

After my first solar collector and power collector, I always build the largest I can. As your base becomes more successful, you'll have an opportunity to trade for a massive solar collector (as well as a massive wind turbine). After that, you should build anything but that. In fact, I usually tear down my existing power infrastructure at that point and rebuild it using massive solar collectors build closer to the base, with the power collectors and water extractors being built farther away (because all solar collectors deteriorate at the same speed, which makes the massive solar collectors more efficient - more power produced for the same amount of spare parts; the power collectors and water extractors don't deteriorate, so having them farther from the base with the solar collectors closer makes fixing the solar collectors easier and more efficient).

I'm not sure if that's helpful or not, because again, I'm unclear on the question. Please clarify for me what you're looking for, and I'll be glad to help out the extent I can.

colhanindysolojones Feb 19, 2016 @ 11:41am 
Sixpress:

I knew that term would stump you guys.

I'm Canadian, and that's our term for "hydroelectricity." We just find it easier to say "hydro" than the full word--not even our politicians use the full word.

Yes, I'm on the first planet--the one people keep referring to as "Mars." I'm looking for help in keeping things from shutting down. I've only got the small power collectors, which don't seem to help much given the fact that one or two of them don't work. I've restarted the game three or four times for the simple fact that my colonists keep dying on me, no matter how fast I move.

Question: Would it be a good idea to build a whole array of solar panels with some wind turbines around the edges?

I would also like your help with how to get to the self sufficiency point. Through this game, I'm imagining what the first people on Mars will have to go through.

Yes, any help you can give me will be greatly appreciated it. Thank you kindly!!!!


Cheers always,

Indy.
Ddoge Feb 19, 2016 @ 11:48am 
you have to build enough of those power collectors to store energy to carry you through the times when your solar panels and wind turbines are not generating electricity. They are basically your batteries. use the graph for the power collectors in the F3 menu, and of course the F4 menu, to keep tabs on your power usage and generation.

I like to generate at least 2x the power that I'm using at peak times. Power collectors don't require maintenance, so you can place them far from airlocks.
Last edited by Ddoge; Feb 19, 2016 @ 4:54pm
Targa Feb 19, 2016 @ 1:03pm 
Originally posted by colhanindysolojones:
I've only got the small power collectors, which don't seem to help much given the fact that one or two of them don't work.

Don't bother with the small, or even the medium power collectors unless you're very low on metal. The same applies to solar panels and wind turbines, but in the case of those two items, they must be repaired every so often with a repair kit. So, for example, if you build a very large solar panel vs 3 small solar panels, you'd use 3 times the number of repair kits to keep the 3 small ones operational.

Regarding your small power collectors that "don't work", they work fine as long as you charge them up with electricity. It goes like this: A solar panel or wind turbine generates electricity. That electricity is used to power your base. Any "extra" electricity that's generated is stored in the power collectors. So... you must generate enough power through solar panels and/or wind turbines to have enough "extra" to fully charge all your power collectors.

On the first planet: Immediately build a very large solar panel (7 metal) and a large power collector (4 metal). Be sure to build in this order because you want to get the solar panel up, then have it start charging up the power collector before night time. Then build a medium water extractor (2 metal), followed by a small or medium oxygen generator (I suggest small, because you'd normally want oxygen generators to be the "center hub" of a group of buildings, but at the start you don't have time to do that). After you place the oxygen generator, attach an airlock to it. Then build your small canteen + water fountain(s). Then construct a dorm + beds. While everyone is sleeping, place a biodome. Wait for that to get built and add some food plants and a medicinal plant to it. Then place a mine, storage, processing plant + 1 metal and 1 bioplastic processor. Lastly you need to build a sick bay + bed.

Watch your power collector during the day - it should easily charge up fully. Then watch it at night and see how low it is when the sun finally comes up. You should have no problem at this point in having enough power stored to last you through the night. However, as you build your base bigger, it will drain more power at night, so keep watching the power collectors just as the sun is coming up. Eventually you will get the message, "power storage is low" then "power storage is critical" (you really don't want to wait that long).

Make sure you're growing some starchy plants so your workers can make more bioplastic. You'll want to build a large wind turbine (4 metal) as soon as you can afford it. When you get a sand storm during the day, the solar panels don't operate at full capacity, so your power collectors won't charge up as much.

Question: Would it be a good idea to build a whole array of solar panels with some wind turbines around the edges?

Try to build your solar panels and wind turbines closer to your base, with the power collectors and water extractors farther away (since they don't require constant repairs). I think most people tend to build "power farms" in one area, and the "base" in another area (in other words, don't mix power structures in with your buildings in the same area). In one of my big bases I built a corridor of small multi-domes and oxygen generators (with the occasional airlock) to provide access to the far away power grid.

https://steamcommunity.com/sharedfiles/filedetails/?id=627938165
donnietr Feb 19, 2016 @ 3:32pm 
Good advice here. I always build a little base and watch the power drain. then i will massivelly upgrade power system. 2 or 3 powers, solor or wind, and 2 bottles per powers. so if 2 solar and 1 wind then 6 bottles. And WATER. put in 1 water per 6 other outside structures. I also try and leave enough room around all powers to be able to upgrade them when i get the big ones later.
none Feb 19, 2016 @ 5:22pm 
PLAY the TUTORIAL - then...

The GRID button and resources in the upper right side tell you everything.

The menus are actually in exactly the correct order.
What you need first, second, third, etc.

The resource button flips at a click, your man power (and robots) - it shows you available energy resources (sunlight and wind - or the length of the night - waiting for the light.)

read ALL the tool tips by hovering your arrow on an item.


= = = = = = = = = =
SPOILERS ALERT - how to build bases !!!
don't read the rest of this if you want to learn the hard way,
because discovering all these inter-dependencies is really the fun part of the game.
= = = = = = = = = =

- - - - - - - - - -

LIVE, EAT, SLEEP, WORK, PLAY, DEFEND : the -=CORE=- needs of your base !


The play cycle is this:
PEOPLE POWER,
ENERGY, WATER, AIR,
STORAGE, GENERATION, STORAGE
FEED, FARM, MINE
PLAY, DEFEND.
STRESS TEST (again and again) !!! MOST IMPORTANT !!!
EXPAND
SURVIVE

So Absolutely First - you need people, you can't win with just robots.
This is a human centric game !
If your population drops to zero - everyone died and you lose.

Keep an eye on all resources - run out of any one thing - and quickly your base grinds to a halt and everyone dies. Run out of anything - people start dying off...

Next look at your GRID button #.
1. ENERGY, WATER, O2 oxygen. - so build a solar panel, a water pump, an O2 generator.
+ then get to it and keep it working

2. AIR Build an air lock, and BIG power cell, then a windmill - or die in the dark!
+ then just like real life - Eat, Sleep, Work.

3. FEED Put up a place to eat (so they can drink water) and a place to SLEEP.
they get exhausted ! build water towers and build energy cells.
add more wind turbines to survive at night. CABINS are best.
you should, at night - generate 3 times what your using (use the grid # button).
+ then grow more food build more energy storage, turbines, solar panels

4. FARM Put up bio-domes , and materials processing centers .
to turn starch and ore into plastic and metal. build more base.
Farming balance and meat growing is very 'touchy' - keep it well rounded and balanced.

5. MINE - build mines and storage dome(s)
Work the food farm and mine like crazy to get resources to build your base.
- Quality of Life counts !

6. FUN! Build multi-use domes to give your people a place to
sit, play, drink water, and exercise to stay healthy and happy.

+ Now you can add in your Landing Pad and get more people ! :-)
+ Defend your base.

7. DEFEND - build a control dome, a telescope, a laser or a few, stop those space rocks !
make GUNS for everyone. lots and lots of guns !
Red Alert and see how long it takes for them to get
there guns and where they put the guns away when it is over.

8. STRESS TEST : turn off all power on the GRID.
- make sure the basics can work on your lowest power levels at night ALL night.
Air and Water will stay on. You click room by room to turn them back on.
LIVE, EAT, SLEEP, WORK - DEFEND : the -=CORE=- needs of your base.
They should run all night with no problems, on stored energy alone.
Repeat testing to make sure you are making LOTS of power, water, food, and materials.
I went with THREE TIMES the power needed and water and even more O2.

9. EXPAND - make sure you have a surplus of materials to build new things.
only build new things in the day - you can 'lay out' a room full of stuff,
and then turn off the room before night fall, so it doesn't empty your power cells.
Add more and more water, solar, wind, and storage BEFORE adding new buildings.


LIVE, EAT, SLEEP, WORK, PLAY, DEFEND : the -=CORE=- needs of your base !

Careful with the landing pad and EXTRA careful with the Starport.
+ lastly - They came from the DARKNESS !

10. SURVIVE
Invaders will come and kill your people. Red Alert gets your people to arm themselves
and fight the invaders. RED ALERT every time a ship lands helps stop the killers.

Choke points - put all your base behind a control point, and large storage room
They link out a single file line out towards the landing pad and star port. have many air locks that feed out to the ships - but all link back to that choke point. Invaders get stuck in the long narrow tunnel or ambushed in the storage center.
The control point with all the guns and guards should be well behind the storage point and air locks - this gives the colonists time to grab all there guns and wipe out the invaders.

If you want to be clever, put air locks far far away and when invaders come, delete the air locks you usually use - forcing them to take a long walk around to get to your base.
Silly, but amusing. or put a maze of empty dark rooms that get the invaders lost - delaying them while your people arm themselves under red alert.

LIVE, EAT, SLEEP, WORK, PLAY, DEFEND : the -=CORE=- needs of your base !

It seems to work for me...
Knight Lazarus Feb 19, 2016 @ 11:34pm 
I recommend watching a few let's plays. It's a good way to learn about how to (or not how to) play the game, and they're usually enjoyable to watch.

EnterElysium

He's a decent youtuber.
Boneidle001 Feb 20, 2016 @ 10:41am 
So what I do is look at how much power I am using during the day, and personally I try to produce double the amount of power I need. Then you roughly want to have enough large power collectors to fill them just before night fall having more is even better.

On the first planet you can throw a couple of wind turbines in which will reduce the amount of power collectors you need but never rely on wind power alone to keep you going.

So double up on the power you actually need, have enough collectors so that you are filling them while the sun shines. and if you have wind on the planet a couple of wind turbines to reduce the overall usage during dark hours.
Gentlemen:

Thank you kindly for all your replies, but how do I get larger solar panels and wind turbines? I rely on both--solar and wind power. I make sure I have my collector connected to the source of power.

In my latest colony, I now have 10 colonists--two arriving yesterday. I also like the idea of cabins. They seem much more comfortable than the dorms. I think I shall recycle my dorms and build a cabin!

I'll tell you what happened based on your suggestions. Thank you kindly!!!


Cheers always,

Indy.
Cosmic Cowboy Feb 21, 2016 @ 2:21pm 
You need the resources (metal, bioplastic) to build things. The larger sizes require more resources. Build a mine for raw material and use a processing facility to turn it into metal for building. Make bioplastic the same way. I'll let you figure out the details on bioplastic. There are a lot of things to keep track of, and your colony will die from time to time, so you have to have patience...
slxpress Feb 21, 2016 @ 2:59pm 
Hitting "R" will allow you to build a larger structure. Hitting "F" will reduce the size of the structure you're trying to build. Alternatively you can use your mouse roller.

There are four structures which can only be built after you acquire the patent - Massive Solar Panel, Massive Wind Turbine, Massive Storage, Massive Farm Biodome. You acquire the patent through trading. I don't remember what each patent costs (there are 8 of them in total) but they're usually somewhere from 300 to 600 credits. Add on whatever commission fee the trader is charging, then you sell goods you've made that equal that amount.

I center my early game around building medkits for their trade value to acquire the patents. They sell for 25 credits apiece.
Ox91 Feb 15 @ 2:01pm 
Originally posted by colhanindysolojones:
Sixpress:

I knew that term would stump you guys.

I'm Canadian, and that's our term for "hydroelectricity." We just find it easier to say "hydro" than the full word--not even our politicians use the full word.

Yes, I'm on the first planet--the one people keep referring to as "Mars." I'm looking for help in keeping things from shutting down. I've only got the small power collectors, which don't seem to help much given the fact that one or two of them don't work. I've restarted the game three or four times for the simple fact that my colonists keep dying on me, no matter how fast I move.

Question: Would it be a good idea to build a whole array of solar panels with some wind turbines around the edges?

I would also like your help with how to get to the self sufficiency point. Through this game, I'm imagining what the first people on Mars will have to go through.

Yes, any help you can give me will be greatly appreciated it. Thank you kindly!!!!


Cheers always,

Indy.

There are no hydroelectric generators in this game............yet. Only Solar and Wind.
Last edited by Ox91; Feb 15 @ 7:54pm
Jatlen Feb 16 @ 5:11am 
This thread is also 2 years old.
Last edited by Jatlen; Feb 16 @ 5:17am
Dude why necro an old thread when you don’t know the local vocabulary. Hydro One is the Power Company for the province of Ontario. So we say hydro when referring to electricity of all forms as Ontario uses hydro dams as well as solar, wind, gas, and nuclear.
Ox91 Sep 7 @ 3:01am 
Originally posted by ☣ Bones:
Dude why necro an old thread when you don’t know the local vocabulary. Hydro One is the Power Company for the province of Ontario. So we say hydro when referring to electricity of all forms as Ontario uses hydro dams as well as solar, wind, gas, and nuclear.

Hydroelectric means to generate power with water. That doesn't happen in this game. Just the word hydro means water or fluid or liquid, electricity is not a liquid. However, there is a water system in the game, and there for most people are going to assume that the water system is what is being talked about.
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