And yes eventually it's better to get art up and running to make money, but component shortage is only a very early game issue when that's not something you always have the time for. Availability is not an issue at all if you are actually trying to get components. You can also rush to the point where you can request caravans to get more. I wouldn't recommended hauling wood to them to buy components, but you can sell that wood to other caravans and then take the silver to go buy components. They are fairly resource and space intensive and require you to settle near a river, which are all cons. If you start near an outlander town or two you can also set up an early caravan and buy up to another 70 from each town. Waterwheels, windmills, or solar panels I typically do waterwheels because its the most reliable energy source, its always going no matter the time of day or local weather conditions. Burning through your supply of wood right away and wasting components on power gen you plan to deconstruct later just doesn't make sense to me. That one is pretty critical I think, if you get an early bulk good caravan you are set for a while, and you want all the junk you can get your hands on to sell to buy as many components as possible. It doesn't fit it up perfectly, so I use the remaining space for growing something inconsequential like flowers of some sort. Doesn't interfere with the turbine at all. Outlander bulk goods caravans carry 30-40 components, which costs about double your starting silver amount. Personally, I stick a solar panel or two in the wind turbine's path. Within the first few weeks of the game on a standard start, no I don't think so. If you start counting the selling value of the *wood* used in generator fuel (not the labor required) then you might as well be calculating how much that wood would have brought in if sold as masterwork small wooden statues! *AVAILABILITY* is the only driver in true component cost. They are cheap enough that even from the very beginning I buy each and every component I can possibly lay my hands on. This argument would only be valid if *cost* was the driving limiter on components. If you try to exhaust heat through a tunnel for instance, it doesn't work as well.Originally posted by Astasia:My issue with wood generators. You may also need more than one cooler depending on your freezer size.įinally make sure the coolers have the blue side in towards freezer, and make sure the red side is facing to a tile with open sky above it. Adding an airlock to your entry will help (meaning have a door, then a short hallway, then another door), and also keep the amount of entrances to a minimum. Generator is consistent, and depending on what biome you’re in, wood shouldn’t be a problem to gather. When you have a couple boomalopes then chemfuel isn't much of a problem, but until you have plenty then the turbines and panels are much more reliable. Is it true that different material types will isolate better?ĭouble walls will help (triple or more do not). My usual progression of power sources is wind turbine -> solar panel -> chemfuel generator. Im struggling to maintain the temperatures under 0C. Thanks for clearing that out, im currently researching batterys and this will come in handy! :)ītw does someone know a good setup video for freezer storage rooms? I always place the windmill zone on top of the solar, it's basically free power at night. Both pose issues for base defense, while solar and wind just go in a big boring box wherever you want. (Edit) Batteries need a roof over them else they explode in rain. The waterwheel is reliable, but like geothermal, it's hard to scale production up. Turbine - Cable - Battery - Cable - Wall/Room Originally posted by StinkyMonkey:As above, but also a battery helps a great deal else your power will go up and down with the wind speed and be unusable at times.
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