Power System Musings...

CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
Each Solar Panel is supposed to only give 25 power, yet I have one and get 50. Wut? This needs fixing - hopefully in the power system overhaul when they add in the new battery and cell chargers. Additionally, when it's night... that 25 power should vanish to Zero. Gone. Kaput. Nada. If you use it during the day, it should charge as normal because Sunlight, but at night--nope. You'd better have that Bio-Reactor stoked up and ready with its 100 power and manage said power carefully to last you through the night... or your base'll go black as pitch

Got that Creepvine fully grown in a double Tank? You'd better--if you misuse your power you'll need it's light to ward off anything... nasty. Got that sample from the Brain Coral you dug up? Better get it growing in your tank(s). You'll need it blowing those precious O2 bubbles if you're careless with your power. Too dangerous at night now, with Stalkers venturing into the Shall--oh, crap.

There's a warper outside right now...

And all you have to ward him off is your Flashlight...

(In other words, the Devs could twink the Power System to add huge tension and atmosphere to the game, if handled correctly!)

Comments

  • Yama1291Yama1291 Switzerland Join Date: 2015-04-19 Member: 203630Members
    edited May 2016
    I disagree about the power disapearing at night, because the solar pannels don't "give" 25 power.
    They can store up to 25 power, adding more enlarges the base overall power capacity.
    The cells already won't charge the base capacitor after nightfall and thats fine for now.

    The base capacitor just happens to be invisible and "just there".
    As long as we don't have a battery pack that we can install in our base, energy storage has to be managed within the appliances.


  • hmcivhmciv TX Join Date: 2016-04-21 Member: 216033Members
    edited May 2016
    Personally, I would love to see a base power module come back that's not far off from the old base power supplies. For deep dark water, sometimes all I want is a small outpost I can power for just a little while with a power cell.

    v8k1mkfjhakx.jpeg
  • KlinnKlinn Lost in a cave Join Date: 2016-03-09 Member: 214022Members
    Coranth wrote: »
    Each Solar Panel is supposed to only give 25 power, yet I have one and get 50. Wut? This needs fixing

    If you build solar panels very close to the surface, I believe less than 20 meters deep, they produce 50 power instead of 25.

    The tooltip on the panel itself still reads 25, but the seabase's power goes up by 50.
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    I do agree that the power gains at night should be changed. You should only start charging power with the panels right as dawn begins and stop right after dusk turns into night
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    edited May 2016
    I guess you`re talking about experimental. Normal or Ex, just build 2 Thermal Plant and connect em to your base. With the rest of solar and bio, it`ll bring ya through a night fine. Since near the starting point are often found some volcanoes(?)/hot steam bursts where it`s warm enough for them to work.

    Btw: Anyone noticing that nuclear rods turn into depleted rods before vanishing? Didn`t try to get one out of the N-Plant but maybe we can recharge em too at a later point(?).
  • Enderguy059Enderguy059 Australia Join Date: 2015-10-15 Member: 208486Members
    I do agree that the power gains at night should be changed. You should only start charging power with the panels right as dawn begins and stop right after dusk turns into night

    That's exactly what happens ingame.
  • DinkelsenDinkelsen Graz Join Date: 2015-10-05 Member: 208309Members
    A few months ago a solar panel added 50 to a bases max power if it was built on top of the base or a foundation. But the energy consumption also doubled. Maybe that is still the case.
  • KlinnKlinn Lost in a cave Join Date: 2016-03-09 Member: 214022Members
    Dinkelsen wrote: »
    A few months ago a solar panel added 50 to a bases max power if it was built on top of the base or a foundation.
    Depends on the depth, not whether it's on a base or foundation.
  • DinkelsenDinkelsen Graz Join Date: 2015-10-05 Member: 208309Members
    Klinn wrote: »
    Depends on the depth, not whether it's on a base or foundation.

    You are right, sort of, I tested it.

    75m depth - 25 max power - consumption 5/craft
    2m depth - 25 max power - consumption 5/craft
    above water panel on foundation - 50 max power - consumption 10/craft
    above water panel on ground - 25 max power - consumption 5/craft

    both 2m depth and above ground on foundation: 75 max power - consumption 10/craft for the first 50 power, then 5/craft
  • ech0gh0stech0gh0st CA Join Date: 2016-05-11 Member: 216637Members
    hmciv wrote: »
    Personally, I would love to see a base power module come back that's not far off from the old base power supplies. For deep dark water, sometimes all I want is a small outpost I can power for just a little while with a power cell.

    v8k1mkfjhakx.jpeg

    Same also i think we should be able to take at least one of the self charging power cells from the lifepod
  • KorithKorith Join Date: 2015-03-07 Member: 201768Members
    I'd like them to separate power generation and storage.

    Make a new interior object that's responsible for storing power (a capacitor or something?), then have the base's max power depend on how many of them you build. Power generation would use the same things we have in game now, but you wouldn't get any additional power storage from building more Solar Panels for example. Ideally make them smaller than things like the nuke/bio reactor, so you could put multiple in the same large room.

    The end result being that if something in the wild goes and munches on your generator, the base might have enough power stored up for you to be able to respond. Of course if said critters damage and flood the room the batteries are in, you might have a whole other problem to deal with...
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    Korith wrote: »
    I'd like them to separate power generation and storage.

    Make a new interior object that's responsible for storing power (a capacitor or something?), then have the base's max power depend on how many of them you build. Power generation would use the same things we have in game now, but you wouldn't get any additional power storage from building more Solar Panels for example. Ideally make them smaller than things like the nuke/bio reactor, so you could put multiple in the same large room.

    The end result being that if something in the wild goes and munches on your generator, the base might have enough power stored up for you to be able to respond. Of course if said critters damage and flood the room the batteries are in, you might have a whole other problem to deal with...

    it IS seperated for now, even if you get more max power by building more, if you got different types of power generators only one generating power won`t ever get you max power, only the max power of that power gen.
  • DinkelsenDinkelsen Graz Join Date: 2015-10-05 Member: 208309Members
    it IS seperated for now, even if you get more max power by building more, if you got different types of power generators only one generating power won`t ever get you max power, only the max power of that power gen.

    I think he meant seperating the power generation aspect from the power storage aspect and not seperating the 4 individual solar panels for instance. He would want solar panels - lets keep to this example - to only create power and a battery pack at the base that would only store power. At the moment, the generators also have a power storage built in.

    This way, one singel solar panel would be able to provide 1000 power or whatever given it has enough time to charge it.

  • KorithKorith Join Date: 2015-03-07 Member: 201768Members

    it IS seperated for now, even if you get more max power by building more, if you got different types of power generators only one generating power won`t ever get you max power, only the max power of that power gen.

    True, but that's not exactly what I meant. Like Coranth said in his original post, when it becomes night I feel like solar panels should drop to 0/0 power. Solar panels by themselves should not have any capacity to store energy, merely generate it.

    You're correct in that if you have 3 solar panels and a thermal generator at night, the thermal generator will never be able to fill up the solar panels capacity. However what I was trying to get at is a system where NONE of the power generators themselves have the capacity to store power. They would all recharge a storage device by a certain rate, but none of them would actually store it directly.
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    edited May 2016
    Ok. But a minimum storage could be nice until you got the Storage fragments itself. Where ever it`s on your Base or a very small storage on the gens itself. Would make it a harder start, but sounds nice.
  • AvimimusAvimimus Join Date: 2016-03-28 Member: 214968Members
    It'd be nice to be able to upgrade base batteries separately from base power sources.
  • yomamayomama On the freeway Join Date: 2016-04-17 Member: 215861Members
    All these are great ideas, but probably not going to happen...looking at the stuff the devs are pushing to do before August, the power idea while a great one is more work than may be realistic right now.

    Love the ideas though!
Sign In or Register to comment.