Empyrion Galactic Survival - Anvil Server Reforged Eden 2 Playthru part 13

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  • Опубликовано: 27 окт 2024

Комментарии • 21

  • @Thursdayetitis
    @Thursdayetitis 3 месяца назад +1

    I am so proud of you for noticing the power consumption. That is exactly why I do minimalist builds and strip all the deco off ships. I don't know if you noticed or not, but I believe that Universal Constructor mentions that it consumes a lot of power even when off. Great work JRandall!

  • @claudiaoctavia6340
    @claudiaoctavia6340 3 месяца назад +2

    I've found you can get rid of the smaller gens and put an advanced large, which is needed to run all the ships thrusters without annoying overloads. Add 2 basic and 2 intermediate extenders, easily found at scrapyards. With the 4 turbines its easy to reach -3 consumption just by turning off main switches. This is with an advanced and a small constructor switched off, but with the fridge, and hydroponics lamps on. Ideal for leaving the ship overnight and not running out the fuel.

  • @tarsis6123
    @tarsis6123 3 месяца назад +1

    This is why I like to have my farms on a CV module, and a "Deep Freeze" CV that is just fridges, turbines, and the minimum to run them. (I dock it in my hangar) Then you can use WAY more turbines. Putting a farm on your main ship is still a waste of time and space. Everything needs to be specialized to the point of insanity. A CV for space combat, mining, farms, production, storage, ground combat... etc. So 6 modules just to live in space.
    They can't all be giant Helios modules either, unless you have built them for full turbine layouts. Really this makes the Helios R2 even better, but the modules need to be even more specialized.
    A lot of the items should be much less draw when idle, less draw all the time, or 0 draw idle. I agree they should ALL have power switches if they use power, but some things make no sense to do so. IE doors would always need power to hold atmo, etc.
    Putting medical stuff on a motion sensor right near them is a minor help.

    • @jeffrandall2813
      @jeffrandall2813  3 месяца назад +1

      Great info, thanks! I guess where I am at now, I been trying to get lots of turbines going to deal with the ship functions. I don't have places for a bunch of modules on this build. But it totally makes sense on how you are going about it. Also, the medical gear on a sensor makes a lot of sense. I need to check into that. I think regardless, a CV base type ship is just going to use a decent amount of power in idle but it's nothing a few turbines can't handle. I haven't been paying attention to all the little parts power consumption and didn't even realized they were using power. So lessons learned. And thanks again!

  • @НиколайБорзов-ж7ю
    @НиколайБорзов-ж7ю 3 месяца назад +1

    Hi, while there are no turbines, it is convenient to store food in a docked SV or even specially docked refrigerators with a generator, tank, food processor, and if there are turbines and volume, do the same on a docked CV

  • @tiokarwindblade148
    @tiokarwindblade148 3 месяца назад +1

    Gravity generators and radars use fuel too. (You can switch them of.)

  • @dralin350
    @dralin350 3 месяца назад +1

    I had a similar adventure with trying to make a power efficient ship for a fridge / farm combo.
    The biggest hit to power is cargo extension blocks.
    Oddly you can rig sensors and switches to tech that doesn't have an on/off. I've rigged all those types of items to a motion sensor that triggers if I'm in the area. I'm not 100%if that helps, but it's possibly something to investigate.

  • @LyikosW
    @LyikosW 3 месяца назад +2

    The smaller ramp had a forcefield and was airtight, the larger ramp was not. That's why that one used 5, AFAIK all the ones that have a small "O" use 5, normal ones use 1.

    • @jeffrandall2813
      @jeffrandall2813  3 месяца назад

      Oh, that makes sense. I didn't think about that. And thanks again!

  • @johanmaasing
    @johanmaasing 3 месяца назад +2

    The 5w ramps have a built in force field to be airtight. The 1w ramps are not airtight.

  • @Glaedre1
    @Glaedre1 3 месяца назад +1

    the doors and ramps actually make sense to consume power assuming they have a force field.

    • @jeffrandall2813
      @jeffrandall2813  3 месяца назад +1

      I agree. A lot of the parts would use power. I just didn't think that game was actually doing that. But, it is, so its good to know. I will try to work out ways to lesson power usage on future builds if possible. And thanks again!

  • @gwhitty12
    @gwhitty12 2 месяца назад +1

    I think the Multi-tool was changed between this video and last build because one I have on my CV you right click to switch modes using same radial menu that is a handheld tool.

  • @cognitum45
    @cognitum45 3 месяца назад +1

    Hi Jeff, have you thought about adding some solar panels to give you some passive power when offline, will keep your fridge running atleast if fuel runs out.

    • @jeffrandall2813
      @jeffrandall2813  3 месяца назад

      Hey! Solar panels are no longer allowed on CV's in RE2. Instead they were replaced with turbines. Turbines work much like solar panels thou just differences in size and power generation . So I been adding many turbines to the build. At the point of the last playthru video I had negative power consumption keeping the farm, fridge, and even some of the constructors on without any fuel use. And thanks again!

  • @Marcus-rz9zl
    @Marcus-rz9zl 3 месяца назад +1

    I dont know if someone already pointed this out, but you can put a core on a clamable astroid and its yours.....you can build an astroid base :)

    • @jeffrandall2813
      @jeffrandall2813  3 месяца назад

      Oh cool. That is great info. And thank you!

  • @SuperBounce1987
    @SuperBounce1987 3 месяца назад +1

    Can you not group the specific devices you want to turn off and use the group signals (middle power switch list) in the P menu instead? Create a custom group specifically for it?

    • @jeffrandall2813
      @jeffrandall2813  3 месяца назад

      You can do that. I think I did that on the video after this for the food processors to keep them seperate from the constructors. And thanks again!

  • @gwhitty12
    @gwhitty12 2 месяца назад +1

    How do know the whole turret laser thing is a bug? To me it seems you are aiming the turret too low and the game is telling you "Hey you are hitting the Turret Housing stop it"

    • @jeffrandall2813
      @jeffrandall2813  2 месяца назад

      Well, the game is pretty much saying that in a odd looking graphic glare. But it allows you to lower it that far and when you do that always happens. So, it is a glitch that it allows you to put it at an angle that never works. If it's not a bug and by design, what is the purpose of that? And thanks again!