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Solar, gennies and battery banks


Atrophied

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Situation, I have a battery bank, a generator bank and a solar bank, I cant string the solar up to the generator bank to add to the line of power sources, seems to be one or the other connected to the battery bank.

Second situation, the above wouldn't be so bad if my system used the batteries while the solar was providing power.

I have a 30 watt capacity currently with my solar, sufficient to charge my small battery bank which currently has a 144w capacity, but I have a trap system that draws a whole lot more and its only using the solar, not the batteries at all.

 

Is this a bug, is there a power hierarchy or something ?

I can set it up to manually disengage the solar easy enough but it would be nice if the system could draw from all sources on the line as it needs it.

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Electricity can only have one source of power currently. You can have either 1 Solar Bank or 1 Generator in a circuit. You can't have one of each or 2 of one of them.

 

Hopefully electricity gets an iteration because there could be a lot more done with it.

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Currently, you can only do electrical power sources in two ways which make sense:

 

1. A single generator powering stuff.

2. A solar bank, powering a battery bank, powering stuff. The solar bank charges the batteries during the day, and you drain the batteries at night. Power output is roughly half (at best) of a generator, but requires no fuel.

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Electricity can only have one source of power currently. You can have either 1 Solar Bank or 1 Generator in a circuit. You can't have one of each or 2 of one of them.

 

Hopefully electricity gets an iteration because there could be a lot more done with it.

 

I believe you can have both if you use a timed relay to alternate between the two.

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Hopefully electricity gets an iteration because there could be a lot more done with it.

 

I've played nearly 2 dozen different new games since A17 first experimental....both SP and MP with one friend (separate games for each) and each experimental build.

 

maybe there could be a lot more done with electricity. I wouldn't know. I've never done anything with it. Electricity is so deep into the game that by the time it's available to be used, and especially by the time you can use it consistently (build what you what instead of scrounge and scavenge), you don't need it, and probably aren't even thinking about it.

 

Electricity needs to be available earlier, possibly with smaller amounts or smaller uses so that players can actually get into using them before they're level 80+ sitting in a concrete fortress

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I've played nearly 2 dozen different new games since A17 first experimental....both SP and MP with one friend (separate games for each) and each experimental build.

 

maybe there could be a lot more done with electricity. I wouldn't know. I've never done anything with it. Electricity is so deep into the game that by the time it's available to be used, and especially by the time you can use it consistently (build what you what instead of scrounge and scavenge), you don't need it, and probably aren't even thinking about it.

 

Electricity needs to be available earlier, possibly with smaller amounts or smaller uses so that players can actually get into using them before they're level 80+ sitting in a concrete fortress

 

Problem is also there are no mechanisms in game to attract you to electricity.

 

Food does not spoil, so no reason to get electricity + fridge.

More recipes that you can use with the stove, have no use because everybody eats egg + meat. Food has real no benefits beyond a few buffs and basic stamina.

No different weather patterns where specific foods do not grow, forcing the player to eat different food.

 

And yes, electricity like a lot of stuff is behind a lot of gates, where you will probably be tired of that world already, as you are a demi-god in skills. And your maze base makes blood moons a joke.

 

Another reason is simply the lack of usefulness of electricity. Its so focused on base defense and nothing much beyond that ( sure, lights ). Power tools with batteries ( hello Subnautica again ) as another tier. More electronics / modern living. Most people stop playing when they are barely out of the stone ages, simply because the little bit of later content has no use.

 

Also, electricity is ugly. Cable management is a joke with the current design. Take a look at Rust, how you can path cables on walls, way better and cleaner. And this allows partially for more ingenious combined traps / switch designs, because you can actually make logic panels on your walls in a small 1x1m section. Unlike the 10x10m wall you need now to cable manage.

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Electricity is so deep into the game that by the time it's available to be used, and especially by the time you can use it consistently (build what you what instead of scrounge and scavenge), you don't need it, and probably aren't even thinking about it.

 

I'll respectfully disagree with this statement. In my 10+ games since starting A17, every single iteration has seen electricity being online by the first blood moon horde with blade traps being used as primary defense. You can find generators, switches, and traps all on the trader from day 1. The question is more of a matter of do you have the dukes to buy them and have they spawned on the vendor.

 

Questing and perks into better barter go a long way in this regard. I mean, most folks are already investing into INT for the forge, tools, and vehicles so what's a few extra points to make sure your dukes go further?

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>Problem is also there are no mechanisms in game to attract you to electricity.

 

yes, i play since 31.12.2018 - i only see the electricity in YT Videos - nothing in game introduce me into how to make a turret working - nice when i have the in to set a turret - i was wondering when i set one and the turret does nothing - because i only set them and was not introcudced how to make them work - with electricity... I only ee on YT...

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