POWER PROBLEMS, FIXED AND IN NEED OF FIXING [FIXED]
baronvonsatan
TX, USA Join Date: 2016-12-01 Member: 224415Members
As of Experimental Build #50211:
- Battery chargers once again work just fine.
- Power cell chargers, ditto.
- Non-solar-panel power sources, ditto.
Those are the things that work. The things that don't are:
- The Moonpool still does not recharge docked vechicles, although it drains power.
- [EDIT:] The Cyclops does not recharge docked vehicles or drain power.
- Adding a second water filtration machine will drain a base with 4,000 power (3K from solar, 1K from thermal plants on a lava geyser) dry during the middle of the day, with water getting to 39% complete and salt 78%.
- In the above scenario, once night falls and the solar panels cannot be recharged, the thermal plants' power recharge rate takes over and the lights can stay on (just don't try to fabricate anything).
- A single filtration machine doesn't even come close to draining even half that much power during the day. A sole one drains approximately 170 power before it gets to 39% complete on water and 78% complete on salt. Adding a second one seems to induce some sort of extremely high multiplicative effect.
- Battery chargers once again work just fine.
- Power cell chargers, ditto.
- Non-solar-panel power sources, ditto.
Those are the things that work. The things that don't are:
- The Moonpool still does not recharge docked vechicles, although it drains power.
- [EDIT:] The Cyclops does not recharge docked vehicles or drain power.
- Adding a second water filtration machine will drain a base with 4,000 power (3K from solar, 1K from thermal plants on a lava geyser) dry during the middle of the day, with water getting to 39% complete and salt 78%.
- In the above scenario, once night falls and the solar panels cannot be recharged, the thermal plants' power recharge rate takes over and the lights can stay on (just don't try to fabricate anything).
- A single filtration machine doesn't even come close to draining even half that much power during the day. A sole one drains approximately 170 power before it gets to 39% complete on water and 78% complete on salt. Adding a second one seems to induce some sort of extremely high multiplicative effect.
Comments
I remember having a similar problem on XBox. The bioreactors couldn't generate power fast enough. A nuclear reactor, or thermal plants, were able to keep up even with two water machines. That was weeks ago, too.
It's just that with 4000 power, this shouldn't even be close to a thing that happens.
In all my games, I only build bioreactors plus solar and never build thermal. Usually, I have the bioreactor blueprint completed before I head to the floating island. Then, when I build my first base, I just stack five multi purpose rooms on top of each other and put a bioreactor in 3-4 of them. Then, I put my indoor grow beds to the side of each bioreactor and grow melons--which seem to be the best food / fuel in the game. When I grab a melon to satisfy my own hunger / thirst, I also check the fuel in the bioreactor. To me, it seems easy as pie.
Well, until the developers decided they didn't want Subnautica to be a copy of Farmville and heavy penalized farmers by flooding the base every time you picked up a melon.
Bioreactors are my go-to choice of power sources in areas where thermal energy is impractical. It is true they can run out of fuel, but just load it up with 16 fish. The sea base won't use power and therefore won't consume fuel if your power is capped. Solar panels are incredibly useful now, borderline OP as they hold 500 power each and gather power than what is realistic now. (Surface-level SP gather energy faster than TP did in the previous Stable update). SP are still broken, as they can be fully constructed to 100% then Deconstructed below 25% - they’ll work normally with zero material investment despite defying normal logic.
Hopefully these issues will be resolved soon, as the current gameplay logic really makes Subnautica frustrating to play, let alone enjoy.
The Moonpool still does not recharge a docked Seamoth. I'll update after I do more testing.
I've only rarely had the "harvest a plant, damage your base" issue, and that's only when harvesting with a knife. In the beginning of games I tend to grow all my food on a raised platform anyway; external grow beds have a greater capacity than the indoor ones.
Spoke too soon, apparently.
i put up some solar panels up they worked fine for about 2 in game days and then the power just reads 0/0 or 0/700
the point is even though the solar panels say that they have charge in them the base doesn't .
I'm not having this issue at all. Are you on build #50211 or later (we're up to 50312)? If you're running stable, this doesn't apply.
What crops are you growing in the external growbeds? In particular, which crops obtained from the Floating Island can be grown in the external growbeds?
You do perhaps realize this is a game about building bases underwater? So, when you make comments about stuff, maybe you should acknowledge that you aren't experiencing the same behavior as the rest of us because you are ONLY building bases above sea level.
*SIGH*
No. I mean, you *can* do that, and it's important to do that in order to advance the story, but that's not what the game is about. Also, my base proper is under the water, but I enjoy having my solar panels not be, so while I was up there, I stuck a growbed there on the platform and noticed the difference. I'm just sharing knowledge; calm down, okay?
Your knowledge is incomplete and inaccurate. That's all I'm saying.
See earlier post. This is a game about building bases underwater. Posting and saying external growbeds hold more food than interior growbeds is incomplete unless you mention the fact you can only grow most food crops if you build your base on the floating island. In my experience, the vast majority of people build underwater bases. Thus, when talking only about underwater bases, the statement you can grow more food in exterior than interior hovers on the line between incomplete and just plain wrong.
Not only is this wrong, but when did I ever say you had to do that? Because that's not what I'm doing. Where exactly do you think I put my Moonpool? UNDER THE WATER.
You are really taking serious issue with the fact that-- and seriously, this only applies to early-game bases-- I connect my MOSTLY UNDERWATER BASE to a platform that's above the water. Are you aware that there's no One True Way to play this game?
This shouldn't even be controversial because aside from the hilltop abandoned bases, all the Marblemelons and Chinese Potatoes on the Floating Island are growing outside, in an external growbed. I guess the Degasi survivors were playing Subnautica wrong, too?
Feel free to have the last word about this particular issue if you like, but I'm going to continue discussing the topic of this post when I have new information about it.
My issue was me personally misunderstanding your first statement. I thought you were saying you could grow all the food crops in an exterior grow bed placed underwater outside your base. I just misunderstood what you meant by your first post.
Again, you are doing a great job on the bug reports. So, I have no problem saying I was wrong and stopping my comments so you can keep going with just the bug reports--some of which I see referenced on the Trello!
https://trello.com/c/hizUKRoZ/1127-50366-water-filtration-machine-using-up-too-much-power
Funzies, technical term.
We're the most professional team in the world.
That reminds me-- the Moonpool appears to have been fixed, so I need to test that and some other things. Been a little busy; death in the family.
[EDIT:] I should explain my methodology-- I started off with a machine whose filtration was complete, then I removed the salt and the salt only. I waited until power got back up to 7,000 and it was nice and sunny outside, then removed the two water bottles only. 4K of the power generated comes from solar, 3K from thermal.
Are you experiencing this on build #50441 or later?