![]() not some random person across the map who's reserved claim for it. Look at me, I'm the worker now - When you prioritise a colonist to do something, they will have priority over it. I'm going to avoid everything that adds stuff that breaks fundamental 'balance' Going to go down in no particular order, the mods that I feel make a pretty big impact on the game in terms of playability. It's absurd that you can have generators and solar power, but not the ability to keeps power surges from blowing things up with a simple fuse box. Uninstalling batteries has the additional side effect that they won't breakdown while uninstalled, chewing up a component to repair and destroying their charge in the process.įusebox mod is what I would consider a completely essential mod. The fuse/circuit breakers still won't prevent a catastrophic complete discharge of your power reserves though, so isolating banks of batteries into multiple reserve tiers with switches or simply uninstalling them and leaving them in a stockpile are options for that problem. ![]() Or, you could use a mod that allows you to mitigate the short circuits by installing a darn fuse. Though you could probably make a valid argument that in those situations, you're better off using a bank of fuel generators and just flick them on for the duration since you REALLY don't want a short circuit during a raid. Short circuits are probably the most obnoxious events IMHO because there's nothing you can possibly do to prevent it, and since it completely drains all your connected batteries, it can end up doing a lot of damage to your colony.īatteries are still useful though, especially when it comes to burst power consumption such as during a raid and you've engaged your turrets.
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