![]() ![]() You can only use geothermal power if there are vents in the perimeter of your base. Place batteries carefully to extend the range of power in the direction you need. Where you need a lot of power, such as near your workshop, it's good to start with a wind turbine so you can add up to 3 solar generators as you need more power. You can't use a Wind turbine outside a growing area to power the sunlamp because the wind turbine doesn't have power in the corner, so you have to use solar (or fueled). There are a total of 39 Solar generators, 1 Wind Turbine and 1 Fueled generator. Update: I finally finished playing a game with no conduits after getting the idea from the comments in this topic. If anyone has done this before this would be a great time to share your set ups. What do you think? Has anyone done something like this before? Has it been mentioned before and I just missed it? I think the lower risk of this idea would make a lot of people reconsider hydroponics. I just did a quick mock up and found that it's a bit tricky handling the distribution of power but doable. It occurred to me this would be ideal for hydroponic set ups as it's vital to reduce the risk of power outages. Then I realized that, with enough power and batteries, it would be immune to eclipses. I never realized before that the Sunlamp can reach outside the growing area room diagonally. Solar Panels, outside in the corner of the growing room. I don't usually use Hydroponic Basins, because of the inherent power loss risk, but as I'm setting up an extended drug growing region I realized I could set it up without using conduits. ![]() This just occurred to me and I've never seen any mention of it before. ![]()
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