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Rimworld wind turbine open space
Rimworld wind turbine open space












rimworld wind turbine open space

The inferno cannon shots burn up the power line from my Wind Farm to my colony, and 2 of my top gunners get caught in the fire. I draft all my colonists and pray for minimal casualties.

rimworld wind turbine open space

All 3 have a longer range than my pulse rifles (my best weapons), and they are tough to kill. Two are equipped with inferno cannons, the other is equipped with a minigun. The equivalent of 3 tanks is assaulting my colony. However, I'm handling all these raids and food shortages just fine, so this should be an easy winter to. Nearly all of my space is crammed to the gills due to my packratting. With all these raids, and me stripping and keeping all the clothing and weapons they drop, I am rapidly running out of storage space. rather confused about where to strike, either splitting up and half taking each side, or them running back & forth between the two. Now that I have 2 entrances, one to my main base and one to my wind farm, raids have gotten. I send out a hunting party and slaughter a dozen of them, which provides plenty of meat and beaver hides for more parkas.īy Day 3, I have half of my Hydroponics farm up & running and growing rice: I had reached the point of RimWorld where you are happy about threats because it means more food. With my food supplies running low, I respond to an alert a pack of alphabeavers have invaded my region with rejoicing. It works, but it's clunky and I wish it didn't involve so much micromanagement. Not only that, but Jackets provide more protection against gunfire, but don't protect against the cold as well as Parkas, so I've doubled the number of outfits again so I can command my colonists to wear jackets in the warmer seasons. Tattered armor still provides protection but reduces colonists' mood, so I've doubled the number of outfits to command colonists to wear it when there's a threat. For instance, melee combatants can use personal shields, but ranged combatants can't, which requires 2 separate outfit parameters. This is one of my least favorite parts of RimWorld: optimizing your colonists' clothing and drug usage requires a lot of micromanagement. I start out by tweaking my work priorities, clothing, and drug assignments: Previous EntriesĪs I start the winter, my initial goal is clear: I'm running low on food so I need a Hydroponics Farm, and since hydroponics & sunlamps take a lot of power, I need a Wind Farm as well. Wind, though? Wind is what I use to top off batteries, if I use it at all.I thought I had things under control. For general power consumption, solar power works fine. If I absolutely need something to run, I'll use geothermal generators or fueled generators, since those always work. I'd say wind is the weakest power source right now because of its wildly fluctuating output. The lower cost of wind generators is offset by the increased need for batteries to make sure things keep working when the wind dies down.

rimworld wind turbine open space

I have no idea what my wind generators are going to put out at any given time.

RIMWORLD WIND TURBINE OPEN SPACE GENERATOR

When my solar generator is running I know exactly how much power it will produce at peak. But where wind becomes unreliable is in the quantity of power it produces. On the surface, wind power seems more reliable - Solar power is shut down by nighttime, inclement weather, and eclipses, while wind always works. wind, I ask myself which one is going to more reliably power my base. I want to make sure that the things I need to work are going to work when I need them to, and as long as the short circuit event functions as it does I definitely want to minimize my reliance on batteries. When I'm looking at power systems to implement in my base, reliability trumps everything. Like if a cloud passes by, covering sunlight, shouldn't this decrease power output? I know that you're don't always go for realism, but it's a suggestion.įinal Thoughts: By themselves, solar is better, but are good as they are if used together, though solar power might need some improvements. One thing I want to suggest is this: like how wind turbines don't always run at 100% power output all the time, solar panels should be this way too. Wind: In my personal opinion, it's not that good compared with solar panels, but has one notable advantage: wind turbines can work at night and even if an eclipse occurs, if it's raining/thunder-ing, but that said, the amount of power generated fluctuates from time to time (which is understandable, as wind speed isn't constant realistically). Overall useful, if not a bit OP compared to wind turbines Solar: Cheaper in terms of space, and works pretty much 8-12 hours a day without much interruption - unless night falls, it starts to rain/thunder (lightning strikes CAN activate solar panels briefly, which is cool), or an eclipse occurs.














Rimworld wind turbine open space