As a electrical engineer, indeed the power doesn't make sense...
@burneraccount1225 ай бұрын
YAAAAY ANOTHER RUMINATION!!!!
@candy-ass49155 ай бұрын
It's so impressive to me that your main issue is power. I think I can speak for most people who have played this game a lot, and power is not something we think about much. Set up some generators connected to smart batteries and you're good. Use heavy watt wire, decor be damned, and you can use ores (which are generally very plentiful, unlike refined metals unless you have metal volcanos). Tame geysers, especially those that create power: hydrogen or natural gas (i.e. extract the resources and use them meaningfully). For oxygen, the electrolyzers are definitely the way to go after algae starts running out, as water is usually plentiful from geysers. But yes, with all my heart I agree: this is a wiki game. Not only that, this is a KZbin game. Heck, a Reddit game. A Klei Forums game. This game requires so many resources outside of the game to be fully explored that it is ridiculous.
@orinn7775 ай бұрын
I agree with all of this. I would add as I have continued to play the game and learn more, my power use has gone way down as I have learned how to be efficient. When I go back and look at some of my old bases and their power requirements I get blown away at how much power they were using and how unnecessary it all was once you learn all the clever ways you can do things in this game.
@candy-ass49155 ай бұрын
@@orinn777 Yep, one of the big savers is not cooling water and just using it hot.
@rafetizer5 ай бұрын
I like to keep my dupe population low (4-6 for building the base during the research phase) and use manual generators for most power needs. There's a mod for germicidal UV lamps that is incredibly strong. The lamps are very easy on the power requirements, eliminate all pathogens in a 4x4 tile grid directly below their installation point, and create little to no heat. (don't recall which) Liquid locks are a handy trick that can be used in place of an airlock for a perfect seal. Google it and check out an image for reference. The main downside is that dupes passing through will get a soggy debuff. Instead of using the crusher to make refined ore at a 2 to 1 reduction, or the smelter for a 1 to 1 with massive heat output, specialize a farmer into a rancher ASAP and breed Hatches. Regular hatches will sometimes produce stone hatches. Stone hatches occasionally spawn smooth hatches. Smooth Hatches eat ores and poop out refined ores without the heat! Make a stack of stables to increase your chances of getting the next better hatch variety. Start immediately, or rather, once you have your outhouse bathroom and hand pump up and running.
@kaitlyn__L5 ай бұрын
I last played this game in like 2019 or so, and I don't remember any story events back then, so I guess they must've added it in after the fact!
@n0cturnalgamer5 ай бұрын
I adore this game. Just wish it had more of a 'goal' / endgame.
@rafetizer5 ай бұрын
It's kinda similar to Space Station 13, just far less chaotic. Also, heat management is a real pain in the butt.
@AgaresOaks3 ай бұрын
I honestly didn't find power to be too much of a problem playing (a bit annoying, but w/e), but my main problem is a lot of chemistry is... completely nonsensical to put it lightly. Power generators just... don't require oxygen and produce CO2 which is.... uh... yeah. (hilariously, I think half my problems are with the chemistry of power generation) And CO2 can only be recycled into O2 by a single plant and is almost completely useless. And a whole bunch of times conservation of mass is violated for... reasons.
@iamise5 ай бұрын
I love this game, and once you get the hang of how the power works, it's less frustrating. But I can't disagree with anything you've said.