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That could be running all buildings at max consumption - or only critical sections.
This is where priority switches come into play to help - or grid isolation.
Each battery is 100MW
You go from there.
Currently I'm ensuring I have at least more than half of what I'm consuming available as excess power.
I don't need much of an emergency source as I tend to ensure I don't ever run out of power - even when experimenting.
Less hassle that way.
Batteries become more mandatory in the endgame, when many buildings have wacky power demand. Get a blueprint that stamps down a lot of batteries and don't think too hard on it. A container full of frames and wire will build plenty of power storage.
Smart - especially if you forget to estimate the cost of power for your "new project" when its something complex like Nuclear power.
I usually look at the "max need" and double that if possible. I am using turbo fuel and have lots of power generators. I will go to nuclear next once I have my power where I want and then go about researching what I need ;)
I start to prepare for the nuclear and plan 100% powerbank for it with all product chains inclueded totally seperated from main grid. And also make a seperate grid from gaysers.
If you never use it, Great. But when you need it..Its there and already Charged. Last phase there are buildings that consume 400 to 2100 MW to build one item, and there are several that need to be made. *consumption before OC or Sloops.
Back in the beginning after I made my first large compacted coal power plant I made a battery back-up to meet production levels. It's 6,000mw. It's still there. It seemed like a lot back then.
Might be fun to build 620,000mw battery grid. I like the BP idea.
625MW/hour = 1 Over clocked fuel generator
100MW/hour = 1 Battery
7 Batteries will take full advantage of the single fuel generator. It would also only be able to charge at ~89% (625pwr in/700pwr storage) over an hour.
So do you want more batteries than you can possibly charge at once? Or possibly go more conservative at 50%?
Use the same method for coal/fuel/nuclear.
I myself am on fuel power. I run 3 batteries per fuel generator. I've messed up a few times with my power, but it always gave me about an hour to fix whatever the problem was.
at endgame for max machines(as big as possible)
Batteries only really buy you time to react. It doesn't take long to realize you're using more than producing, and at that point, you can either disconnect a factory from the grid, which takes a few minutes, or you can build a whole new power plant, which takes a few hours. Those two are extremely different scenarios, but the only possible ones.
Also, 100MWh is exactly one battery. Did you mean GWh?
It's not 625MW/h, it's 625MW.
A battery isn't 100MW/h, it's 100MWh. It gives 100MW for 1 hour.
Make sure all your power production and consumption are on priority power switches.
You never want everything to power down at once.
Secondly.
Stagger your power production. This is how it's done in real life. You keep your old power infrastructure purely to boot up your bigger power plants.
Lastly.
Make sure your fuel or coal power plant have their resource extractors on the same power priority. Even better, keep it on the same side of the power switch as the power plant that uses it.
The end goal is making it near-absolutely impossible for at least a small part of your power production to shut down. It can be something as small as some coal power plants fueled by a single coal node and some water pumps. Chugging along on their own network with their power switch set to the highest priority (lowest number).
IF things hit the fan, then you use that power to slowly power up your heavier power production alongside it's attached power infrastructure.
Lastly I also produce more power than all my structures will ever need. 2 massive rocket fuel plants ensures that. Their positions are 100% based on being near crude oil, nitrogen, coal, sulfur and iron. Nothing gets shipped in by anything but belts, and their extractors are directly powered by the power plants. No Switches between them.
My own setup:
My smallest plant is a basic diluted fuel plant. It feeds purely of a local crude oil resource well and water source. It's only there if my 2 rocket fuel plants needs to be bootstrapped.
Second in line is a rocket fuel plant. Again positioned on the map so that all resources are locally sourced by the nearby resources.
Third in line is a bigger rocket fuel plant. All resources locally sourced.
The last one is a nuclear power plant. I don't really need it, as my 2 rocket fuel plants currently produce 200% of my maximum power requirements. Thus I'm shipping in some resources for it using drones. It's currently in making, so not running as this is writen.
I also got Geothermal Power and Alien Power Augmenter on the absolute lowest priority. They are there in case the impossible happens, and I need to bootstrap my smallest plant.
I've run several tests where I've triggered my priority power switches. Cutting of all infrastructure of the power tower back bone.
In the tests my 3 power plants get isolated, but each one happily keep running by themselves, as their extractors are on the same side of the switch as them.
Meanwhile my trains, drones, extractors and main production is completely shut down. Not a single watt being delivered to them.
I can easily restarted my network by first bringing the power plants back on the network, then transportation (train/drones), then extractors, then main production.
But again. My power priority is setup so that the absolutely last thing to shut down is my power plants and their extractors. First are radars, then production not used for building, then rest of production, then most of the extractors, then transportation, then power.
I also got some battery packs, but these would only be used to get my smallest power plant running. Rest is handled by slowly restarting the system piece by piece.
Batteries are only there to handle spikes, or boot strap your smallest power plant :)