Rimworld zzzt mods#
Without mods there's nothing you can do but spam solars and windmills, and you need tons of batteries to keep a large base going during the night or when the wind decides to stop for a week.
Rimworld zzzt full#
Originally posted by Astasia:There's no way an "end game" base is functioning on 1-3 batteries, I have mid game bases that would drain a full battery in well under an hour, that burn out 20 batteries every night, that's with all my turrets toggled off. Even with no geothermal (although it DOES make it a lot easier) you can get away with very few batteries if you prioritize minimizing power use when possible (also leading to fewer expensive breakdowns). non combat essentials so you just switch to your combat circuit during raids instead of building enough power to support both at once. You can set up switches for your combat vs. You can use the exhaust from your refridgeration to heat the rest of your base (meaning less heaters that break/use electricity). The only things you'll really need running at night are temperature systems, and you can minimize power use with those as well.
![rimworld zzzt rimworld zzzt](https://i.redd.it/gvf13jx0idl31.png)
You can also usually hook up workshops to the same circuit that doesn't use batteries unless you have a real good reason to have nocturnal colonists running workshops that require power. Your sun lamps can be attached to solar panels with no batteries which helps a lot since they're huge power consumers that you only need during the day. You don't need everything all on one circuit. If you have a mix of both, you need way less batteries.Ģ:Learning power management is important. Windmills give a solid average power, and during the night they take a large load off your batteries.ġ: He didn't say all windmills. If you load up on 10 batteries and wood walls, yes you will cause yourself a problem. Yes you will take zzzt events.if you do it right, you end up with no fire, or a small fire and little or no damage.
![rimworld zzzt rimworld zzzt](https://i.imgur.com/tZtBiF4.jpg)
You can only have a handful of geos on a map, so what is being balanced? There's no way an "end game" base is functioning on 1-3 batteries, I have mid game bases that would drain a full battery in well under an hour, that burn out 20 batteries every night, that's with all my turrets toggled off.
![rimworld zzzt rimworld zzzt](https://i.redd.it/w0sf3azjgh171.jpg)
There is no balance concern, windmills need batteries even more so than solars as their power is very random and you can go much longer periods with very low power. It's an event purely there to grief you, like crop blights, or solar flares. Use more windmills, all solar is going to lead to trouble. Originally posted by Mytheos:Its a balance situation.ĭont make more batteries than you need and uninstall/unhook extras.įor an end game base you shouldnt need more than a 1-3 batteries hooked in at a given time.