The only question is the price. And for this method, a nanostructured chip is needed. If you are able to defeat apocrypha, then it will not be difficult for you to build 20 solar generators.
Or if you have one you can just use a polux tree instead of the atomizer, since by the point you get the resources for the atomizer you certainly won't be lacking power
It would be a neat feature to have something like that, but the erratic-ness of zzzt... makes it kinda lame. Would be nice if there was a grace period of a few days if that happened, or if batteries saved you from solar flares. Would make switches far less useless.
It's one of their functions but they can be used for a lot of things. they're really nice for mid game when you have a lot of turrets but maybe not the power output to keep them running 24/7. can be used for anything that doesn't have it's own switch built into it or if you need to turn several appliances off/on with a single flick
You will love the new underground power lines! Because the short circuit always happens on a tile with a power line, if you only use underground power lines, it simply wont trigger. There is a chance this will get fixed though
Yeah hidden power lines are god, cost double (from 1 steel to 2) but no zzzzzts (unless you leave a battery outside). Was an intentional design by the developer to justify the increase in cost, so unless you are scraping by for steel, bury every line.
@@Dell-ol6hbit's true. I just completed the game for the 1st time and my base only ised hidden conduit. I had a zzztt event but that was because I had an electronics outside in the rain
Pro tip, build a lone cable near your powered utilities. You can then switch to different power sources on those utilities, effectively switching them off without the need for a pawn to run over and switch it off manually.
@@trisnyce coloca un cable cerca de eso que quieres apagar, y le das a "reconectar" para que se conecte a ese cable, y como no esta conectado a tu línea de cables simplemente se apagará.
Honestly after the first run for me i just said "meh. Deforestation is far from the worst crime i will commit in this game" and by the time that catches up to ""running out"" potential, tree sowing can keep up with it.
@@jirojhasuo2ndgrandcompany745 I got it, I downloaded it today, I'll try it tomorrow. For a long time I thought that this mod was a continuation of rim-cities. It turned out to be more than just locations.
Set of reserve batteries is quite essential if you're using rimatomics as well. After a solar flare it's easy to forget to immediately turn on reactor(s). If you use all of your stored energy, you won't be able to start them, and that's quite a big issue. I've learned it the hard way
Biofuel-refinery, Chem gens, and atleast 1 turbine. You can turn plants and animals into fuel for multiple days and the turbine gelps you if the power goes out and you can't supply the bio-refinery with power
Chem generator is the best variety since it doesn't need constant refueling unlike the wood generator. But the only downside is that they explode like the fuel itself. You don't really need reserve if you're always on the net positive with the usage of geothermal and watermill generator. I also use unstable power cells sealed inside the walls and vanometric power sells but the game stops giving it after some time Turning off unnecessary machines is important. For example ore scanners, if you don't use it then just turn them off. Or some machines that you use manually very rarely. For example gene processors from biotec, they use 50W each but you usually need more than 20 of them
As far as I can tell, battery short circuits don’t happen if you only have hidden conduits, as in my 350 hours I dident have a single one, since I used exclusively hidden conduits for pure aethstetic, and then when I made a standard conduit in a colony a couple hundred in I had 3 in a year, all in the specifically non hidden conduit area
Now there's two different wires. One is exposed, one is underground, it cost 2 steel though, but its worth it. Unless if you go solo survival where you need every steel you need.
Woods is a completely renewable resource on the rim. I'd be hard pressed run out of wood to harvest on the map, making it perfect to supplement the 2-3 geothermals I rushed that lasted me most of the way through mid-game lol.
Early on if im in temperate climate i do wood fuel gens Cold climate i research solar panels get battery and switch, 1 solar panel maxs out 1400~ something and its enough to power small base
Batteries are pretty much useless in most play throughs that I’ve done simply because they don’t counter a solar flares and for wind turbines just place down some concrete flooring, although i seriously don’t know why people would prefer to make base where their power sources are RNG based. Plus for the space that you need for the wind generator you could’ve just placed 6 wood gens that give more power output anyway. (Plus the fact that if you need to you can grow your own trees for wood)
>don’t know why people would prefer to make base where their power sources are RNG That's what the batteries are for, to store power for when there's no wind/sun. Wood gennies are good for the first few days when setting up, but demand way too much labour. You have to constantly cut down trees and feed them. A few wind turbines and solar panels with some batteries connected will in most cases give you enough labour-free power until you unlock geothermal generators.
@@Dave0439 Honestly, it never bothered me. One time a colonist burnt to crisp because made the mistake of not isolating the research station with a switch. But usually it just damages the wall with the power circuit or cause a minor fire. The real thread is the lost of energy when you have no reserve batteries. This is why I always give the greenhouse they seperate grid.
About the batteries, from my experience, they don’t just explode when full, it only short circuits when you have too much input and not enough out put, you can keep them full, just don’t be constantly pumping high amount of power unless you’re actually using said power. If you’re still bringing too much input, build random turrets, that usually helps.
@@PantherCat64 thank you, that makes a lot of sense actually. I always spam built water mills so it's one less thing to worry about, but hopefully this reduces my Zzzzts
short circuits are actually completely unrelated to batteries, it's just a minor random event that can happen to any regular conduit. batteries lose their charge if connected to a short circuit but that's it
@@red7880 I thought so too, but I noticed when I kept getting zzzt after zzzt on a timed basis, I tried an experiment where I just built random turrets to drain power more, and well... no more zzts. And considering how when I started keeping an eye on my power input vs output more to make sure its not way off, I noticed I stop getting those events all together. I think the wiki says it's random, but from my personal game play experience, it's pretty consistent. And to me, considering the rain will make exposed batteries explode into that zzt event, it would be consistent with gameplay. It makes sense on a balance sense too, making sure you're not hoarding from multiple power sources, instead forcing the player to make more batteries to have spare power. A lot of events in Rimworld is not that random surprisingly. Now the current biggest argument against what I'm saying is the fact those zzt events do not have a description of why it went wrong, unlike when you expose your batteries into the rain.
Solar is a very cheap and reliable energy source unless you settle near the poles. But it's no shame to use a wood burning generator at the start since it still saves you wood and work.
Build the switch and leave it on until batteries are full. When they're full toggle it off so they're disconnected from the grid. When Zzzzt.. event strikes and the batteries that you have on the grid go empty, flick it on again to connect to the grid. Enjoy the backup battery supply until the main battery storage fills again. Those batteries are basically an emergency power storage you can use in times of crisis, like if Zzzt.. even happens but there's a raid spawning and you need your turrets, or you need power for the fridge so the food doesn't spoil etc.
You can also get a ton of clean power with 6 toxic generators, 3 pumps, and an atomizer.
Indeed. These tips were made before Biotech was announced, I'm just releasing them now.
The only question is the price. And for this method, a nanostructured chip is needed.
If you are able to defeat apocrypha, then it will not be difficult for you to build 20 solar generators.
Or if you have one you can just use a polux tree instead of the atomizer, since by the point you get the resources for the atomizer you certainly won't be lacking power
My reserve batteries blew up almost immediately after I connected them to the power grid. Thanks Randy
It would be a neat feature to have something like that, but the erratic-ness of zzzt... makes it kinda lame. Would be nice if there was a grace period of a few days if that happened, or if batteries saved you from solar flares. Would make switches far less useless.
@@ThorDudeI'll say that switches can be useful IF you set separate rooms to be powered down for when you need to save powet
You know what's better than 1 set of reserve batteries?
@@lastyhopper2792 MY MOM! *Annoying laughter*
If you use hidden conduit you'll never get a zzztt event
Oh THAT'S what the switches are for
It's one of their functions but they can be used for a lot of things. they're really nice for mid game when you have a lot of turrets but maybe not the power output to keep them running 24/7. can be used for anything that doesn't have it's own switch built into it or if you need to turn several appliances off/on with a single flick
@@red7880 been playing for YEARS without knowing that, honestly. Just never occurred to me to do it
You will love the new underground power lines! Because the short circuit always happens on a tile with a power line, if you only use underground power lines, it simply wont trigger. There is a chance this will get fixed though
I actually think this is intentional design, considering the increase in cost for what would otherwise be an aesthetic difference.
Wtf if that’s true I’m definitely just switching all of my power lines for the underground ones
Yeah hidden power lines are god, cost double (from 1 steel to 2) but no zzzzzts (unless you leave a battery outside). Was an intentional design by the developer to justify the increase in cost, so unless you are scraping by for steel, bury every line.
@@Dell-ol6hbit's true. I just completed the game for the 1st time and my base only ised hidden conduit. I had a zzztt event but that was because I had an electronics outside in the rain
@@Dell-ol6hb yeah since 1.5 I have not touched normal power lines since undergrounds.
Geysers ❌
Gayseers ✅
Are these Gay Seers the mythical designers of the gaydar?
Amazing
Was looking for this
Pro tip, build a lone cable near your powered utilities. You can then switch to different power sources on those utilities, effectively switching them off without the need for a pawn to run over and switch it off manually.
Einstein would feel stupid in front of this genious move comment
I don't understand
@@trisnyce coloca un cable cerca de eso que quieres apagar, y le das a "reconectar" para que se conecte a ese cable, y como no esta conectado a tu línea de cables simplemente se apagará.
Short circuits are not happening with hidden shielded cables now.
Honestly after the first run for me i just said "meh. Deforestation is far from the worst crime i will commit in this game" and by the time that catches up to ""running out"" potential, tree sowing can keep up with it.
the backup batteries is a great idea
Vanometric Power Cell > Everything Else.
I love Real Ruins
@@jirojhasuo2ndgrandcompany745 but vanilla already have vanometric generators, or i dont understand something?
@@neksizer1133 VPower Cells spawn alot when RealRuins is installed
@@jirojhasuo2ndgrandcompany745 I got it, I downloaded it today, I'll try it tomorrow. For a long time I thought that this mod was a continuation of rim-cities. It turned out to be more than just locations.
today I learned what causes the short circuit event
he's wrong though. batteries do not short circuit unless they're exposed to rain. batteries just discharge when a power line short circuits
@@olliefischernah, batteries can still blow up if not under rain
@@tofu8164 that's the "Zzzt..." event, not a normal short circuit. you're talking about two different events
Me: goes onto enemy time, steals fire foam popper, leaves
Badass
Or you can fill batteries to 100% uninstall them and then when needed install them where they are needed until your main supply get back to normal.
Pick the mole people > Grow mushrooms > Turn mushrooms into chemfuel > ??? > Many fuel
Set of reserve batteries is quite essential if you're using rimatomics as well. After a solar flare it's easy to forget to immediately turn on reactor(s). If you use all of your stored energy, you won't be able to start them, and that's quite a big issue. I've learned it the hard way
if you're modding just install a solar shield mod
Thank you, I never considered building the backups like that. 👍
Me when fucking forests keep growing infront of wind mills so I just place a bunch of hay floors to prevent growth
fire hazard behavior
@@alamrasyidi4097 I am a pyromaniac and I prioritize fire fighting above everything and wake everyone up
God I love rimfeller and rimatomics
for rimefeller, i think the rimworld is terraformed, ie. no ancient life, ie. no fossil fuel
Biofuel-refinery, Chem gens, and atleast 1 turbine. You can turn plants and animals into fuel for multiple days and the turbine gelps you if the power goes out and you can't supply the bio-refinery with power
wind turbine can be built with flooring around it this solves the problem with the turbine getting blocked
Concrete plains for the wind turbines work well, I still use this when I don't want to toggle auto cut from the turbine
Other Alternative is downloading Rimatomics mod and glassing entire map with one zap
Chem generator is the best variety since it doesn't need constant refueling unlike the wood generator. But the only downside is that they explode like the fuel itself.
You don't really need reserve if you're always on the net positive with the usage of geothermal and watermill generator. I also use unstable power cells sealed inside the walls and vanometric power sells but the game stops giving it after some time
Turning off unnecessary machines is important. For example ore scanners, if you don't use it then just turn them off. Or some machines that you use manually very rarely. For example gene processors from biotec, they use 50W each but you usually need more than 20 of them
Or you can just use some hidden conduits to prevent "Zzzt" events
This short was made before hidden conduits existed.
As far as I can tell, battery short circuits don’t happen if you only have hidden conduits, as in my 350 hours I dident have a single one, since I used exclusively hidden conduits for pure aethstetic, and then when I made a standard conduit in a colony a couple hundred in I had 3 in a year, all in the specifically non hidden conduit area
Now there's two different wires. One is exposed, one is underground, it cost 2 steel though, but its worth it. Unless if you go solo survival where you need every steel you need.
Woods is a completely renewable resource on the rim. I'd be hard pressed run out of wood to harvest on the map, making it perfect to supplement the 2-3 geothermals I rushed that lasted me most of the way through mid-game lol.
Ok, but what is the mod that makes your map realistic?
Terrain Overhaul and Graphics Settings+
Early on if im in temperate climate i do wood fuel gens
Cold climate i research solar panels get battery and switch, 1 solar panel maxs out 1400~ something and its enough to power small base
Batteries are pretty much useless in most play throughs that I’ve done simply because they don’t counter a solar flares and for wind turbines just place down some concrete flooring, although i seriously don’t know why people would prefer to make base where their power sources are RNG based. Plus for the space that you need for the wind generator you could’ve just placed 6 wood gens that give more power output anyway. (Plus the fact that if you need to you can grow your own trees for wood)
Hmm hmm fair points. Especially on a crowded mountain map, space is valuable.
>don’t know why people would prefer to make base where their power sources are RNG
That's what the batteries are for, to store power for when there's no wind/sun.
Wood gennies are good for the first few days when setting up, but demand way too much labour. You have to constantly cut down trees and feed them.
A few wind turbines and solar panels with some batteries connected will in most cases give you enough labour-free power until you unlock geothermal generators.
My colony runs on 4 wind turbines, 2 geothermal, 1 vanometric powercell and 10 batteries
I was today years old when I learned that full batteries cause short circuits. Will be using the switch from now on.
It can happen at any time, battery or not.
But if it happens you will be glad for the 5 full reserve battery's.
@@molybdaen11 yeah. they happen at any time but the more energy in the system that it happens to the bigger the boom
@@Dave0439 Honestly, it never bothered me.
One time a colonist burnt to crisp because made the mistake of not isolating the research station with a switch.
But usually it just damages the wall with the power circuit or cause a minor fire.
The real thread is the lost of energy when you have no reserve batteries.
This is why I always give the greenhouse they seperate grid.
Water wheels are the best way to go hands down
I don’t mind the wood generators trees are always gonna grow in temperate forest.
@@Sage-vl3so if your building in a swamp or cold bog you will have an absurd amount of wood making them a very good choice on those maps
I got 3 geothermals rn and still struggling with power
@@Treepuncher1211 use all geothermals then use solar panels . Then use 3 batteries per every 1 solar panel. Easy
Full batteries do WHAT??? That explains it
"You've probably learned full batteries cause short circuit events"
Me: 👁️ 👄 👁️
but thats actually false, it happens any time, its just bad to have full batteries because the more power in the system the bigger the boom gets
Just asking does having more batteries increase the risk? (I have like twelve)
About the batteries, from my experience, they don’t just explode when full, it only short circuits when you have too much input and not enough out put, you can keep them full, just don’t be constantly pumping high amount of power unless you’re actually using said power.
If you’re still bringing too much input, build random turrets, that usually helps.
@@PantherCat64 thank you, that makes a lot of sense actually. I always spam built water mills so it's one less thing to worry about, but hopefully this reduces my Zzzzts
Batteries only go zzztt if you use regular conduit
short circuits are actually completely unrelated to batteries, it's just a minor random event that can happen to any regular conduit. batteries lose their charge if connected to a short circuit but that's it
@@red7880 I thought so too, but I noticed when I kept getting zzzt after zzzt on a timed basis, I tried an experiment where I just built random turrets to drain power more, and well... no more zzts. And considering how when I started keeping an eye on my power input vs output more to make sure its not way off, I noticed I stop getting those events all together.
I think the wiki says it's random, but from my personal game play experience, it's pretty consistent. And to me, considering the rain will make exposed batteries explode into that zzt event, it would be consistent with gameplay. It makes sense on a balance sense too, making sure you're not hoarding from multiple power sources, instead forcing the player to make more batteries to have spare power. A lot of events in Rimworld is not that random surprisingly.
Now the current biggest argument against what I'm saying is the fact those zzt events do not have a description of why it went wrong, unlike when you expose your batteries into the rain.
How do you have those sharp and pretty graphics? Especially the water? Can you link the mod?
He mentioned in another comment Terrain Overhaul and Graphics Settings+
Texture mod for rivers and ground?
Fore the bio fule genirators have some boomalope they produce cemfuel
What is this terrain mod you use?
Thanks❤
Get a huge boomalope farm milk them dry and you get infinite chemfuel
In my colony I have a power room with not one, not two, not three, but four chem-fuel engines. They keep my massive compound alive
Love it when bases have like a dedicated boiler room, power room, plumbing room, etc
Solar is a very cheap and reliable energy source unless you settle near the poles.
But it's no shame to use a wood burning generator at the start since it still saves you wood and work.
Yes there is a limited amount of gayziers on the map
I still don't understand how to use switch 😅
Build the switch and leave it on until batteries are full.
When they're full toggle it off so they're disconnected from the grid.
When Zzzzt.. event strikes and the batteries that you have on the grid go empty, flick it on again to connect to the grid.
Enjoy the backup battery supply until the main battery storage fills again.
Those batteries are basically an emergency power storage you can use in times of crisis, like if Zzzt.. even happens but there's a raid spawning and you need your turrets, or you need power for the fridge so the food doesn't spoil etc.
i jus concrete floor around the wind turbines
I have never used powers switches
Name of water mod?
Bit dated now, just use only hidden conduits and you'll never have a ztt event
so...much...resolution!
Rimatomic
I agree
Nó vẫn xảy vụ ngắn mạch bất kể có bin hay không
its pronounced guy-zer 👍
its guy zers
Or you can install bioreactors....
Geysers*
Gayzeers
Gay zeers
gaysiers?
gayseirs?
Gay ziers
I'm On console
So what kid
Gay.si.airs?