![]() ![]() Turns out you can grow around the turbines themselves and still produce power. Ie: Not a good mechanic for keeping wind turbines clear, but a good one for automating the otherwise opportunistic harvesting of fully grown plants. 4 Posted by u/silkydonut Blunts for all 4 years ago Stark realization about growing around wind turbines Discussion I used to think that planting around a wind turbine would hinder its productivity in producing power, hence i was wrong. Alternatively, you could try clicking the 'reconnect power' button on the cooler menu, then it should plug. Just add one more section of conduit to connect your battery to the turbine and it will start charging and power the cooler. Thanks! I'll set up a test bed just to check, but your explanation does explain the behavior. The cooler is connected to the battery, and the battery isnt connected to the power network, so it has no power. (b19) Though, it may be that the trees I looked at weren't fully grown, but still "old enough" to count for the manual "Wood Cutting" mechanic I used to clear them when I didn't think the mechanic was working properly. But, I don't remember it working, either. IIRC, I also attempted to use that mechanic to automatically harvest trees to help keep killzones clear. If you instead used a wood fired generator you would get. However, I still see many people putting up windmills as their first power source, leading to very unreliable power. When youre first setting up power generation, in most cases, you dont have batteries researched. So you can place them under wild berry bushes to automatically harvest them, or make large natural tree farms where your colonists don't plant any trees but just harvest the wild ones as they spread and grow.Īh, so they will remove "full grown" plants, but not smaller ones. Why your first power generation should always be a wood fired generator. Also the amount of batteries needed for steady power supply breaks down from time to time as well. No changes are made to the costs or power output. It also reduces the area that needs to be kept clear to 4x4 behind and 8x4 in front, which is the exact space needed for three solar panels. They are a little expensive for early and mid game, their output is just not that great, they break down from time to time. This mod reduces the size of wind turbines to 4x2, allowing them to line up with solar panels. Wind Turbines can also share restricted zones. ![]() ![]() Just make sure you leave space so you can get to the wind turbine later when it breaks down. You can place solar panels, graves, turrets (IDK about modded ones), sandbags, and crops (not trees). If you create a grow zone and disallow sowing colonists will mostly ignore it and only come in and harvest things that are 100% grown and ready for harvest. Are wind turbines worth it : r/RimWorld by trebron55 Are wind turbines worth it They. Eh, it’s a notable concern, but it’s still a really good strat to cut down on management. ![]()
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