![]() ![]() If vegetation keeps popping up in zones that should be empty, place floors in those areas to prevent anything from growing there.įor those saying "Your problem is that you're using wind turbines", they're simply being apocryphal or inaccurate. Build more batteries, and/or supplement your unreliable (solar/wind) generators with reliable (geothermal/fuelled) ones to slow battery drain during lulls in power generation. Solution: If you go from "full" to "empty" in a short amount of time, your problem is not your power, but rather, your storage capacity. If the power never comes back, it's possible your empty areas are full (in this case, with trees), which mitigate your power production. ![]() Eventually, the wind will start blowing again, and your wind turbines will generate energy again. This forces you to rely on alternative sources of energy, such as battery storage or other generators. Problem: The wind has stopped blowing, and your wind turbines will have a period of time which they will not generate power. Whichever method you use to get more time with a positive connected rate, you also need to make sure you have enough batteries to get you through the times you don't have enough energy (such as the entirety of nighttime until solar collectors turn back on) You can add more power sources (or optimize the ones you have, like making sure the wind turbines are y flooring that area so plants won't grow.also, solar power doesn't block wind turbines!), you can turn off things that use power when you're not using mon examples of things that can easily spend most of their time off are crematoriums, tailor benches, smithy, smelting tables (default key to turn off things is V, same to turn them on, but you have to wait for a pawn that does the "flick" job to come over and hit the switch). Having your connected rate occasionally go negative (such as at night or when wind dies down) isn't necessarily bad, but you need to make sure that your connected rate stays positive more than it is negative, so that your batteries fill back up. If that hits 0 and your connected rate is 0, then things start shutting off. When connected rate goes negative, the game starts pulling power from "stored" energy in your batteries. The amount being used can fluctuate constantly too if you use a lot of heaters or coolers (as they switch from high to low power mode) or as you add new things that use power. The amount of power being produced changes constantly with wind turbines, daily with solar collectors, and never with other generators (unless your fueled generator runs out.). The answer might as well be: just anywhere.Connected rate is the amount of power being produced MINUS the amount of power being used. ![]() The good thing about turbines is they're fairly cheap and easy to place. Once i've built a large "room" with no roof just for turbines. Generally i just look for spots where grazing an hauling animals wont loiter, and stick them there. ![]() They might be vulnerable to attack if the perimeter is breached, but that can work out in my favor if it distracts enough of the mob away from my defenders. I link small hills and wall off a large area and some space is just useless. Just remember that.Ī for where to place them, i tend to use the space left open after building perimeter walls. Yes, BUT if one is destroyed, the chain will break. Originally posted by Soap:i got question about wind turbines, if you build them next to each other (no gaps in btw) do they connected to the whole system? in power vision mode, their blue line did not linked to the second one that touched the 1st wind turbine i build in the same direction order. ![]()
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