It allows the battery to serve as a buffer for wind turbines and solar panels, as well as to cover arbitrary surges in power consumption, such as those induced by turret arrays and other large power consumers that are only turned on when needed.Ī battery’s power output is theoretically limitless.Ī single battery can power even a large colony that requires 30,000 W of power (but only for about 1 in-game hour if the battery is fully charged). This means that until the battery is entirely depleted, any wattage can be given. The battery functions as a power supply in the same way as any other power source in the game (for example, generators or solar panels), but each battery may offer a limitless quantity of electricity. This is not true while charging a battery to be charged, a battery must be physically connected to a powered grid.Ĭonnecting the battery to the appropriate power grid is as simple as installing it near to a generator, power conduit, switch, or another battery. By performing the reconnect action on the consumer until it is linked to the battery, a device can connect directly to a battery (or array of batteries) without the use of power conduits. Within a 6-tile radius, all power consumers can connect to batteries in the same manner they do to other power sources. If more than one battery is connected to the same power grid, all remaining charge batteries will share the power load equally, even if some will “run dry” sooner.Ī battery, like the other power-producing structures, serves as a power conduit for the two tiles it covers. The number of batteries that can be connected to a single circuit is unlimited. A completely charged battery will last 72 hours, or 3 days, if the demand is 200 watts at 1,200 watts, the battery will last 12 hours, and at 144,000 watts, it will only last 12 hours. Depending on the outside temperature, if closed under roof a geothermal generator can heat up to 8 rooms of 6圆 placed symmetrically around it with a 1 tile corridor in between.Ī geothermal generator and 2 batteries can power a sun lamp and full set of hydroponics basins.The charge capacity of a single battery is 600 watt-days, which is 600 watts x 24 hours or 14,400 watt-hours – however the output is unlimited. It cannot be controlled normally, though you can open/close doors, vents, or tear down roof or walls. The amount of heat it provides is only a little more than a normal heater. In cold biomes, the heat from the geyser itself can be beneficial. And, because power conduits under a wall are similarly protected from raiders, you may want to have the power line covered by walls. As the generator's components can break down, leave a door so you can access it. Leave the generator room's unroofed to prevent overheating. Multiple layers of walls can be used for extra protection, if so desired.Ī small, 7x7 interior is enough to extinguish fires that happen to start on the generator. Breachers and sappers will only target walls if they'd be in the way. Raiders which are not breachers or sappers will never target anything behind a layer of walls, so long as they have another valid target (colonist, roaming animal, furniture) without breaking a wall or door. A single layer of nonflammable, stone walls is usually enough. If geysers are available in reasonable locations, Geothermal power should be researched relatively early, to provide eternal power for your growing base.Īs they usually make up a significant portion of a colony's power generation, are relatively expensive to construct, and geysers can spawn in vulnerable locations, you should protect your generators. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. It is often worth choosing a base location that is reasonably close to a steam geyser. This comes at the cost of being locked into set positions on map generation. Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy.
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