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A lot of people import Nuclear. Later you can switch to Fusion reactors.
As others mentioned, importing fuel also works
Thank you!
You can do it with heating towers, but it's going to take a lot of fuel at first, and generally using them to power heat exchangers for electricity is best saved for when you're able to self sustain solid or rocket fuel production on site. Once you hit that point you're good for power, and it's more about the craziness of providing heat everywhere on your base.
(edit: this response is focusing on the "heat" aspect, and ignores the "electricity" aspect)
the very first two things need power are chemical plant and its inserter if you don't want to do it manually.
Ever since the recipe re-balance that was introduced in one of the recent patches, it's actually better to just produce solid fuel and run your heating towers producing power on that. Buck-for-buck it's just more energy-rich; and has smaller footprint to build.
But while you get set up, nuclear is the path of least friction, for sure.
Ever since the recipe re-balance that was introduced in one of the recent patches, it's actually better to just produce solid fuel and run your heating towers producing power on that. Buck-for-buck it's just more energy-rich; and has smaller footprint to build. [/quote]
I was thinking this yesterday. Solid fuel comes cheap and you need to burn a lot of ammoniacal solution to keep from maxing out the storage for it. Early on, I was building a ton of ice platforms to keep from doing the same.
When you end up making a lot more rocket fuel per solid fuel and such it eventually overtakes solid fuel in energy output per inputs and footprint.
With the addition of quality and the new collection of infinite research targets nothing is stable. The "answer" for a good base, or factory, in one set of conditions changes drastically when the next set of conditions is met. We can't 'just build it' and move on to making more. We have to keep adjusting what we have built for what it can do.
Just like life: as soon as you know the answers they change the questions.
The recipe for rocket fuel from ammonia changed from requiring 3 solid fuel per rocket fuel produced, to requiring 10. It's a (slightly over) x3 increase to thwart a positive feedback loop when recycling rocket fuel back to solid fuel (which uses the stock recipe and produces 5 solid fuel).
To compensate, the recipe for solid fuel from ammonia was also boosted, such that if you combine both they still equate out to the same throughput as before.
However, the balance tipped far more towards using solid fuel for heating towers with these changes. I'd actually be interested if the latest time you looked into this, was taking those recipe changes into account or not. Might be some interesting data pertaining to when to rebuild for another solution. (Though probably; by that time you'll have fusion power unlocked and you'd only need a drip feed of fuel for heating.)
If you want to get rid of ammonia, then there's an efficient way to void it:
When you use the circuit-network recipe-switching, items move to trash slots - but fluids are voided (provided they can't flow back into the fluid network).
So, place a pump into a chemical plant configured to set recipe via circuit, and set a decider to emit the solid fuel from ammonia recipe. But on a timer of something like 60 ticks, blank the decider. (Basic timer reset to 0.) The chem plant will blank its recipe and ::poof!:: the ammonia goes.
This basically works everywhere you want to get rid of some fluid. You can e.g. also use it with advanced oil processing and totally trivialize the balancing act by just voiding excess petroleum gas.