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Natural Coal and more power generating tools


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Just a suggestion based in a bad experience I had, here's the story, was running a 6 duplicates base and had 3 coal burners generating power to 2 large batteries, everything was fine, had my slime farm, water purification system, oxygen was going great until all the sudden everything shut down.. I ran out of coal and there wasn't any coal left so I decided to put some hamster wheels there but it just didn't cut it, it couldn't power the whole thing and it let 2 of my dupes busy forever, needless to say, that run went from great to terrible pretty fast..

So how about create a way where we can farm wood and burn this wood so we can have natural coal? Just giving my feedback, I'M IN LOVE WHIT THIS GAME!!!

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There already is a way to get tons of coal! Try to trap hatches and feed them cultivateble soil, they'll poop coal out. And to make them work 24/7 you just need to encase them in tiles (the ones you build) And with 1 hatch, you can produce enough coal for one generator.

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18 hours ago, Xerhion said:

There already is a way to get tons of coal! Try to trap hatches and feed them cultivateble soil, they'll poop coal out. And to make them work 24/7 you just need to encase them in tiles (the ones you build) And with 1 hatch, you can produce enough coal for one generator.

Oh, didn't know that! Thanks for the tip!
But still, I feel that should be necessary.. It's not everytime I found one of these guys..

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That's the solution for it, but that generates a lot of heat. While I can see you may need the higher electricity, think about it carefully. With those new geysers, it's much easier to utilize electrolyte and hydroelectric plants instead - just look at all the ice that has emerged in the biomes! 

Bad business there. It's sorta a liability to use those vents without careful development first.

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Ya, I like never have enough coal to keep the burners running long term and my latest run had almost NO hydrogen, so that wasn't an option either.

@Xerhion, your solution is good but soil is often as hard to come by as coal from my experience.  I'm sure we'll see all this balanced out in the end though.

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2 minutes ago, tehMugwump said:

Ya, I like never have enough coal to keep the burners running long term and my latest run had almost NO hydrogen, so that wasn't an option either.

@Xerhion, your solution is good but soil is often as hard to come by as coal from my experience.  I'm sure we'll see all this balanced out in the end though.

Problem is that I know of only those 2 generators. I'm inclined to agree that we need changes to that algorithm, but the geyser is enough to make that work. 

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40 minutes ago, Developous said:

That's the solution for it, but that generates a lot of heat. While I can see you may need the higher electricity, think about it carefully. With those new geysers, it's much easier to utilize electrolyte and hydroelectric plants instead - just look at all the ice that has emerged in the biomes! 

Bad business there. It's sorta a liability to use those vents without careful development first.

For overheating problems, just poor your polluted water over them before you purifie it, so that it works as coolant which is very obvious.

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3 coal generators for 6 dupes ? that sounds unbalanced  so I'm not surprised you ran into a disaster when something went wrong.

Why only 6 and not more ? I'm guessing you're not playing the Thermal Update.

While the idea of trees/wood may sound nice, it doesn't match the "asteroid mining" theme.

I think the point with scarce Coal was to not make it the obvious choice to generate power and forget about it, but instead force the player to expand and rely on other source of power as well.

I do agree it would be nice to have more options for power or at least some proper balancing, but that should come later in development.

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On 28/03/2017 at 1:30 PM, PickPay said:

3 coal generators for 6 dupes ? that sounds unbalanced  so I'm not surprised you ran into a disaster when something went wrong.

Why only 6 and not more ? I'm guessing you're not playing the Thermal Update.

While the idea of trees/wood may sound nice, it doesn't match the "asteroid mining" theme.

I think the point with scarce Coal was to not make it the obvious choice to generate power and forget about it, but instead force the player to expand and rely on other source of power as well.

I do agree it would be nice to have more options for power or at least some proper balancing, but that should come later in development.

I learned a lot since when I did this thread ^^"
I was being dumb anyways, I'm running a 20 Dupe base now, manage to survive until cycle 100+ and all.

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