![]() Nonetheless, we can recommend that you build, at least partially, into a mountain. It may take longer to carve out, but it uses fewer resources and provides a good natural barrier against attack. Watch out for wet ground as well, as marshy soil can be tricky to spot and will scupper any grand designs should you encounter it. With the strength of a full stomach behind them, what do your colonists need next? Why, power, of course! Carving out a mountain takes time, but is worth it for resource management and defence. So, it’s time to set aside some space for power generation. To begin with, two solar panels and a wind turbine are the order of the day, but try to leave room nearby to build more. There’s a handy planning tool in the Orders tab if you want to draft out where to put everything in advance, but you can just wing it as well. Obviously building them next to walls or mountains won’t yield good results - just keep that catchment area clear! Wind turbines need plenty of vertical space to produce electricity, so you’ll want to build them so their catchment area (you’ll see it highlighted when you try to place it) lies as much as possible on top of solar panels or growing zones, which fit underneath them (unless you’re growing trees). If there’s still some empty space in a turbine’s catchment area, either use it as an excuse for another healroot patch or build a floor there to stop trees and other large plants growing to block it. If you click on a turbine, it will tell you if anything’s in the way. Neither crops nor solar panels block wind turbines’ power production, as long as you’re not growing trees. Battery RoomĪll that electricity needs somewhere to go, and that’s not straight to your equipment. Build a room with walls 5×6 to house your batteries, with one door away from the edge on one side. ![]() Batteries explode if they get too hot, so build a cooler here as well and set it to -5☌ (to be on the safe side if you get a power cut) using the icons that appear when you click on it. Since you’re about to power your base anyway, do the same to the coolers you built in the kitchen. Then from the Power tab in Architect, select some batteries and place two around the edge, leaving room for four more batteries and a colonist to stand in the middle (in case your batteries break down, which they will - sometimes explosively so). Now all you need to do, power-wise, is connect everything together. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |