![]() Originally posted by I'm Helping!:Right now there is only one thing that can cause worry for your power, unless you are trying to get by on one solar panel and one bio reactor for all your needs. Which makes it look that much more impressive by comparison. ![]() It's that nothing else in this game even NEEDS Nuke power to easily get with everything plugged in. "Nuclear needs a nerf"? Have fun with your water filter causing the power to go out even if you have a NUCLEAR REACTOR then, I guess, if you get your wish there. Meanwhile, that Nuclear reactor Lethal just talked up? A SINGLE Water filtration machine drains just slightly less power than a fully stocked with 4 rods Nuke reactor provides. Only way to run out your power then (with no nukes or thermals), is if you go on a massive fabrication binge of 40+ items, at night, while you have multiples of your other draining items plugged in. Withough that, you can run a full base with every single other power draining item plugged in and running, and fabricate a bunch of stuff just on a scattering of solar panels, and maybe a bio reactor as insurance to keep the lights on at night (Since while a slow as hell 1 energy per 12 seconds, it does work at night). Right now there is only one thing that can cause worry for your power, unless you are trying to get by on one solar panel and one bio reactor for all your needs. voila! Nuclear waste Be-Gone! Vapoorized) then deconstruct the wall locker while the drained rods are inside. (PSA: to get rid of the drained rods, build a wall locker & put the drained rods inside it. fill all four slots with rods and you're good for a long while before you need to replace the rods. Off just one rod alone, you get a rediculous 500 power until the rod is sucked dry. A nuclear plant has 4 slots for nuclear reactor rods. (just lay down a couple power relays/connectors between your base & the thermal plants) so 3 to 4 thermal plants inside of or close to a geiser at even the least optimal temps & you should be good to go. under the least optimal temps, each thermal plant gives a minimum of 50 power per thermal plant. Thermal is awesome (all though annoying to set up if you havent planned ahead and built your base within 200 meters of a geiser). If you're really ambitious, Cured Peepers for the whopping +35 food rating wood go super far, but then you're burning salt as well) Peepers at +17 food rating are the most efficient fuel for the bioreactor. The key with these is the calorie level of what you put in for fuel. ![]() Just a pain in the arse to keep topped up. (basically, build double what you think you'll need for every day use)īioreactor is ok aswell, (even better as a suplement to a few solar panels). You just need to be sure to spam enough of them around so that they don't all drain out at night time before the sun comes up. Up to four Scanner Room Upgrade Modules can be applied at once.Originally posted by John Wick:ah i see, then what is the best power source? All i have right now are solar panels Solar is ok if you're close enough to sea level for a good amount of sunlight to hit them. Upgrade Modules to the Scanner Room are placed in a panel inside the Scanner Room. The Prawn Suit has four slots for Upgrade Modules as well as two purple-colored slots specifically for arm upgrades. Upgrade Modules for the Prawn Suit are placed in a panel on its top left. Up to four Upgrade Modules can be applied at once. Upgrade Modules to the Seamoth are placed in a panel on the Seamoth's left side. Six Upgrade Modules can be applied at once. Upgrade Modules for the Cyclops can be placed in the upgrade console found in the engine room of the Cyclops. In those cases, the base-level module is crafted at the mini-fabricators described above, but then improved individually at the Modification Station (not to be confused with the Vehicle Upgrade Console mentioned above). Note that a few upgrades are compatible with both the Seamoth and the Prawn Suit, and both the Seamoth, Prawn, and Cyclops Depth Modules are themselves upgradeable. Upgrade Modules for the Cyclops are crafted at the mini-fabricator in the Cyclops' engine room, Upgrade Modules for the Seamoth and Prawn Suit are crafted at the mini-fabricator in the Vehicle Upgrade Console (formerly referred to as the Vehicle Modification Station), and Upgrade Modules for the Scanner Room are crafted at the mini-fabricator in the Scanner Room. Upgrade Modules are software drives that improve the Cyclops, Seamoth, Prawn Suit, and Scanner Room.
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