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I do not use MODs but I tried to see if I could find anything that could be of use for you. I didn't have any real luck with that but I did find an info MOD that might be (?) of use in this situation , possibly ! :
https://steamcommunity.com/sharedfiles/filedetails/?id=1775006723
P.S.
I don't know if ti works with present version of the game !
I haven't run across any bugs with how the game handles separate power grids, and my last game had at least 7 disconnected power grids. Sounds like something else is going on with your main colony. Click on the power icon in the info bar and cycle through all your grids and confirm you only have 2 (or however many you expect to have).
Maybe one of the power cables in the main colony got hit by a meteor causing the split and your problems?
Those far off domes have nothing to do with the problem.
To verify, delete all of assets in that far away area.
You might post a screenshot of your main grid and someone might spot the issue.
I have collections of power grids in one area frequently with no problem. Something is very likely wrong with your main area and it could be a very difficult thing tracking it down.
I had a power issue yesterday in one area that was turning off things and it turned out it was simply that the waste rock area was full (damn that waste rock :D). Maybe looking to see what isn't working will give you a hint as to the issue, but I agree (700 hours in now) that it has nothing to do with you other builds. I have satellite areas all over this current map (WONDER challenge) and they are all working fine until there is a problem at THEIR END :D. The only thing a satellite area could do to "hurt" your main grid would be to take needed supplies away from it. At least I can't think of anything else at the moment.
Good luck. Not a bug.
It's nice to be able to say that these days.
You have probably outgrown the original power output.
Combine that with you may not be producing enough excess during 1st and 2nd shift to fill them completely with the growth you have since originally building them.
That always helps because we can gather information from a screenshot instead of playing twenty questions and guessing.
One other thing that may help is shut down some of your stuff at night. Like if you are half full of concrete then shut down your concrete extractor for just the 3rd shift. The same can apply to fuel production as well.
https://steamcommunity.com/sharedfiles/filedetails/?id=2612585686
Tooltip says there are four hours of stored power left, I have 36 power accumulators (all drained) and 12 atomic accumulators (only partially drained), so output shouldn't be a problem, should it?
https://steamcommunity.com/sharedfiles/filedetails/?id=2612587616
Frustratingly enough I can't recreate the bug right now, but it happened to me twice yesterday.
First time I had colonists on day 100, started building the second site, lost power, and thought it was the colonists' fault for increasing demand; reloaded to an earlier save to add more power production (the solar panels around the landing pads and the 3 unused fusion reactors) and storage (the 12 atomic accumulators), kept going for another 76 days with no problems, and decided to pre-build the second site before calling for the colonists. First night the second grid was up, my main colony lost power.
I'm just letting the colony run now and it's not shutting down on the second and third nights even as it passes the "7 hours remaining" mark, so I have no idea what's going on here.
Think about this. in order to charge the batter to run for 8 hours you need to produce nearly double the power while solar panels are out.
Solar panels are only used during 1st and 2nd shift. Meaning you have 16 hours of them running and 8 hours without. Which means for a consumption of 800 power for 1st and 2nd shifts you need to be producing 1200 power to charge the batteries for the shift there is no solar power.
Of course none of that example above gives any leeway for at all for am broken cables during storms.
I'm still puzzled at why my colony had the outage when it had 7 hours of stored power left (which in reality was actually higher since that estimate included the buildings that weren't connected to the grid), why it continued to drain another 3 hours of power in that state before morning, or why it's not doing that again the the subsequent nights.
Very confusing.
Each power accumulator needs ~3 large solar panels to fully recharge over the day time. (12.5 power x 16 hrs = 200 power stored). Then on top of that you need solar panels to actually power your colony during the day (4 large solar panels produce 20 power which equals the amount of power output a power accumulator can provide). So for 36 power accumulators, you need roughly 234 large solar panels. Less if you are just storing power for emergencies (90 just to recharge them during the day, assuming your colony is running on other power sources during the day).
Atomic accumulators recharge at 50 an hour max, but discharge at 100. You'll need excess power at night to ever get them fully charged.
Click on a power accumulator during the day. What is its recharge rate? The max it can recharge is 20, and the minimum you need to fully charge it during the day is 12.5. If the recharge rate is lower than 12.5 and you are draining it at night, you run the risk of eventually draining the entire thing. What is its discharge rate at night? Is it larger than its recharge rate during the day? Same question with the atomic accumulators. Use those numbers as a guide as to how much excess power you need to produce to fully charge them.
I am just having to back up and add a ton more moisture collectors besides a very productive and augmented well I already had as I didn't have enough. Just having a bunch of COLLECTORS doesn't help at all. You really need that EXCESS POWER (or water or air) for things to maintain as needed.
And, there may be some things you can shut off. I typically turn of concrete not long after I start as it is very easy to get way more concrete than you will ever use. Same with some of the other resources like fuel, metal etc. So turning off the things you don't need helps keep your power (and water) needs down.
Sure you will get it eventually. Good luck.
All the above in turn (for me at least) then also is depending heavily on what you can turn off for one shift while at the same time never get any deficit !
P.S.
You really have built one of the most 'symmetrically' built colonies I have ever seen
Here is an example:
1st Shift
Produces 800 power
Consumes 600 power
Charges 200 power
Stored power = 200
2nd shift
Produces 800 power
Consumes 600 power
Charges 200 power
Stored power = 400
3rd shift
Produced power 0
Consumes 800 power (takes all 400 from batteries)
Charges - 0
Stored power 0 (after taking away form 400 positive)
So in order to make power last through the third shift you would need to increase the charging number by 200 for each shift and that will bring you to a zero balance. Personally I would recommend increasing it by 300-400 for disasters and breakdowns.