RimWorld Science Alpha 17: Power - RimWorld Alpha 17 Power Generator SCIENCE!!!

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Bjorn Strongndarm

Bjorn Strongndarm

6 жыл бұрын

RimWorld Science Alpha 17: Power - RimWorld Alpha 17 Power Generator SCIENCE!!! (Solar Panels vs Wind Turbines in RimWorld.)
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There are lots of options for power management and power generation in RimWorld. You have your expensive geothermal generators and ship reactors; your fuel-heavy fuel generators; and solar panels and wind turbines. The solar panels and wind turbines are probably the go-to generators for most players. But their key feature is that they are UNSTABLE.
In this video, I look at which factors affect generation in solar panels and in wind turbines. We see that wind turbines are affected by, and only by, weather. But their output fluctuates wildly and unpredicably; on a calm day, you might generate anywhere between 200 watts/hour and 2800 watts/hour. Solar panels produce less power on average, but are much more reliable (setting aside eclipses).
When it comes to solar generators, there are two things (aside from eclipses) that can effect them. First, the latitude effects them; you get very different results at the poles than at the equator. Second, season affects them. This happens less at the equator, but at the 45th meridians (halfway between the equator and the pole) this is more striking. Surprisingly, we found that solar panels generate the most power during the fall, and the least power during the spring, with summer and winter months both falling somewhere between spring and fall.
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Be a scientist! Crunch my numbers at:
docs.google.com/spreadsheets/...
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RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.
Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is currently in Open Alpha, and the current version is RimWorld Alpha 17. You should get it!
RimWorld Alpha 17 from Ludeon Studios: RimWorldgame.com/
RimWorld Alpha 17 on Steam: store.steampowered.com/app/294...
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About Bjorn Strongndarm’s Let’s Play: Games are fun! But they’re more fun when you share them with others. I aim to provide mature but family-friendly commentary in a way that enhances the story that unfolds in the game. In my RimWorld gameplay commentary, I try to draw out the stories of the colonists themselves as much as possible. Having fun is more important than winning. Remember, Losing is Fun! (At least, if Done Right.)
(Oh, and p.s.: It’s pronounced “Strong-in-the-arm”. With thanks to Sir Terry Pratchett.)
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My RimWorld Let’s Play series:
Series 1 (RimWorld Alpha 14):
• [Blind] Bjorn Plays Ri...
Series 2 (RimWorld Alpha 15):
• Bjorn Plays RimWorld A...
Series 3 (RimWorld Alpha 15):
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Series 5 (RimWorld Alpha 16:)
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Series 6 (RimWorld Alpha 16, Tribal Start:)
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Series 7 (RimWorld Alpha 16, Cassandra Classic Extreme:)
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Series 8 (RimWorld Alpha 17:)
• RimWorld Alpha 17 Game...
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“AT1”, by Synapsis
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"All Good in the Wood"
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Пікірлер: 117
@TheDaniel366Cobra
@TheDaniel366Cobra 4 жыл бұрын
>Only need one reactor to cross the void of space >Need three reactors to grow rice on hydroponics
@evertenplaza3673
@evertenplaza3673 3 жыл бұрын
I think its because the sun lamp is so mind bogglingly energy guzzling. If 7.5 kilos of chemfuel can launch 150 kilos of stuff in a massive area over the rimworld, their rocket engines are probably super efficient
@makebritaingreatagain2613
@makebritaingreatagain2613 4 жыл бұрын
It blows my mind that the dev actually simulated distance from the equator for solar panels. This game is a more worthy successor to Dwarf Fortress than I originally thought.
@danielduncan6806
@danielduncan6806 6 жыл бұрын
There is one more reason to use batteries that you did not list. You can store energy in them and then uninstall them, then reinstall them in a different location. Uninstalling them does not remove the power a battery has stored. So when drilling for materials in remote locations you can just uninstall a battery and reinstall it at the location of the remote drill. Additionally, you can just build hundreds of batteries if you want and unistall them and store them in a storage zone, for use at a later date with no threat of the battery breaking down on you.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
True! I had been thinking of 'reasons to use batteries related to overall power supply,' not the kind of things you're talking about. But I think a lot of people might not know about that feature, so it would have been good to mention it.
@jarradscarborough7915
@jarradscarborough7915 6 жыл бұрын
this is just how i thought u were supposed to drill, i never really considered anything else
@ogueyratogeyrat7448
@ogueyratogeyrat7448 5 жыл бұрын
Too much work for small power
@pinchikassandra
@pinchikassandra 2 жыл бұрын
Wow....
@Dohlenblick
@Dohlenblick 6 жыл бұрын
Thanks for the high quality niche-content. Here's an idea: Caravans traveling time & provision consumption.
@fukckgooogle6123
@fukckgooogle6123 6 жыл бұрын
i think its a misconception that fueled generators use a 'TON' of wood. unless you are on arid shrubland or an extreme biome without a wood supply, they can cover most of your needs in the early game, and with no variance in output. they are also good to keep around as the game progresses, in 'switched-off' mode and not consuming wood, up until you have a power emergency and want to refill your batteries quickly, when you can switch them back on. although you shouldnt ever have a major power emergency if you create a switch-battery system, where you keep a set of backup batteries off the grid using switches until you need them.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
That's... fair, to be honest. Let's see if we can work this out. Fueled generators take (IIRC) 22 wood/day, and produce a constant 1000w. So that's 1000 watts every hour for 22 wood. A cecropia tree produces 20 wood every 14 days. So you need about 15 trees per fueled generator. That's... reasonably doable, at the cost of a little extra time spent woodchopping, to keep those fueled generators running full-time. (And I 100% agree with the fueled generators for backup power -- I tend to do this in my own playthroughs. My own strategy is to keep a few of them hooked up but turned off in case of a toxic fallout or something like that.)
@megadeathx
@megadeathx 5 жыл бұрын
Chemical fuel generators are even better, once you get the tech for them. They almost pay for themselves if you grow rice in a hydroponics room, too.
@scowell
@scowell 6 жыл бұрын
South pole, farther from the Sun? By perhaps 0.000001%... the problem is the angle of the sun. We presume the panels to self-align (do they?), but the effective thickness of the atmosphere is much greater at the poles.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Is that the cause? (I'm no meteorologist, so don't be surprised if I screw this up.) So the angle makes it so that more rays bounce off the atmosphere than towards the equator? But really, I don't think the distribution of power at the poles makes much sense at all. I can see a case for why you might not get full power all day long even in the summer, but I can't see any case for having power all day in the winter once you've crossed the (ant/)arctic circle. I suspect that behavior is justified by gameplay rather than solar modelling.
@scowell
@scowell 6 жыл бұрын
You'd have to do more research, break it up finer, to tell the exact mechanism the game uses. Probably just some linear factor ramping from min at the poles to max at the equator. The earth (for instance) has a radius of c.4kmi. We average 93Mmi from the Sun. The ratio of 4K to 93M is 4.3x10^-5, or 0.000043 to 1... or .0043%. The seasonal variation in temperatures are set by the angle... not by the distance... otherwise Australia would have the same seasons. Anyway, enjoy the series, keep it up Bjorndarm!
@jackcarnie6488
@jackcarnie6488 6 жыл бұрын
bit late on this but I remember doing this at school, because the earth is a sphere at the poles there is less light for the area because of the angle of the sun, the earth is blocking itself. You can get a flashlight and a globe and see for yourself.
@wilekrowan3610
@wilekrowan3610 5 жыл бұрын
I don't think it's the atmosphere as much as it is the angle. A cone of light at an acute angle is spread out across much more surface area than that same cone pointed at a right angle. The same amount of light would be a concentrated circle at the equator and a diffuse ellipse near the pole.
@Frosty301289
@Frosty301289 5 жыл бұрын
@@wilekrowan3610 yup, this is the main reason why solar panels should output way more power at the equator if they are static, if they can self align, they can go around that problem, but would have to be spread out more to not block each other at extreme angles, up to a point where placing towers of solar panels would become a possibility
@Mytheos777
@Mytheos777 6 жыл бұрын
Just put solar and wind together as solar doesnt block wind...2 solar for every wind....and then just keep 1-2 batteries on the grid at all times...then have full backup batteries on a switch. DO NOT keep more than a few batteries hooked up at all times, or you will have an issue when they discharge...the more damage the more power they had stored...and if you only have 1-3 hooked up, even if at full charge wont do much damage.
@vikkiTV212
@vikkiTV212 6 жыл бұрын
Love these videos! Thanks for the hard work!
@SilencerNate
@SilencerNate 2 жыл бұрын
I know you don't upload Rimworld Science (or any other) videos anymore, but I thought you would like to know that here we are, FOUR YEARS later, and your videos are STILL being referanced by other KZfaqrs, let alone Rimworld players. 12:20 into KZfaq video hc_MWFPbfLA gave you a small shoutout (May 19, 2021). Miss you man, hope all is well with your life.
@cpuwrite
@cpuwrite 4 жыл бұрын
There is a chemfuel-fired generator not listed in this video. It is similar to the wood-fired generator, but not the exact same. Also, water turbines that generate power from rivers instead of wind.
@playerst2287
@playerst2287 6 жыл бұрын
I did a simple test before on the subject that goes like this: Setup # 1 Solar+ 10 batteries. Setup #2 1 Wind Turbine + 10 batteries. Then just wait until one of the set is full. Find out how many charges are stored in each setup. Do this a few times to get an average. In A16 if I remember correctly, the result between solar/wind is very close. Also the time it takes for a wind turbine to fully charge 10 batteries is pretty much the same (not sure how much of a difference the weather effect can make thou). Mixing solar and wind turbine seems to be the more efficient way to do it, as to cover up each others down time (consider the 50% batteries efficiency issue). Spend the saved building material on backup batteries/ generators.
@derekdrake8706
@derekdrake8706 4 жыл бұрын
*Edit: Shadows now effect solar generators* (at least mountain shadows do) I like to build my bases into the edges of mountains, just before you reach the dark roof infestation points, this makes for odd shaped interior walls so I'll build a straight wall under the mountain and use the odd shaped leftover spaces as battery storage areas. If you can tame boomalope, you can milk them for infinite chemfuel to power a chemfuel generator. You always want one of the generators in case of emergency. Especially if there's no geothermal vents nearby.
@dylanmcmanus3426
@dylanmcmanus3426 6 жыл бұрын
I love this series, please keep it going
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Doing my best! The hard part is coming up with test-able topics, to be honest. As long as I can keep doing that, I'll keep making 'em!
@sirhamalot8651
@sirhamalot8651 6 жыл бұрын
What about proper battery usage, like how much to store, how many different circuits should you have, how to avoid Zzt!
@currently_In_stealth_behind_u
@currently_In_stealth_behind_u 5 жыл бұрын
6:14 thank god i don't have to remember to build around another rimwold mechanic
@untamedpandasweg8986
@untamedpandasweg8986 6 жыл бұрын
I had to watch this after making my suggestion to see if you had already covered it. :')
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Yeah, I didn't really cover the zzt!s here. After some comments, I have some ideas for another episode on batteries, where I'll talk more about zzt events. That's probably a few weeks away tho.
@Skoubian
@Skoubian 6 жыл бұрын
One good strategy for switch emergency batteries, is to have them connected with a vanometric battery (if you can acquire it) so they don't discharge at all when you have them off grid.
@Bradley_UA
@Bradley_UA 4 жыл бұрын
>science >Watts per day ridiculous >power per hour Arrgg, man you are killing me! Power is energy per hour (or, well, time).
@linuxgirl_
@linuxgirl_ 5 жыл бұрын
Great job and very thorough, thanks! However, I'm wondering why we are assuming the south pole is farther from the sun in the summer. Depending on the axial tilt of the planet, this does not have to be so.
@VortexFrosty
@VortexFrosty 5 жыл бұрын
I know it's late, but did you also check power consumption on windmills at each latitude so see the pattern there?
@human_3217
@human_3217 4 жыл бұрын
Aengery: W/D is a measure of STORAGE only. W is a measure of USAGE AND GENERATION. Not trying to be mean but trying to explain the difference
@Madhattersinjeans
@Madhattersinjeans 6 жыл бұрын
Nice. I've usually tailored which power sources I make to counter the events. _Solar is good for stable supply. Loses to the most events. So in spite of it's reliability it's...actually quite unreliable. So many events hit solar production and some of those last for days and days. With enough resources you can counterbalance the issues, in exchange for zzts. Such is rimworld. _Wind is the best for countering nearly every event, doesn't get blocked by eclipses. But with uneven supply you need to monitor your battery and imo I would never only rely on wind. I do like making them next to farms, really space efficient that way. _Fuel is fine for the start of the game when wood is most plentiful and is good as a backup for most scenarios except when your pawns are disabled. Very map dependent and the longer you play the further away your pawns have to move to cut trees down, so you end up spending more time moving resources the longer you have to play. _Geothermal obviously the best along with providing a bit of a heat boost to surrounding rooms. But the vents placements usually means you have to jump through hoops to protect them properly and have plenty of stone for walls. I consider Geothermal to be the start of the mid-game, you're stable enough to have stone production in large quantities and you have the resources to spare for the high construction along with the facilities that actually need such a massive amount of power to use. _Ship core...Not worth the resource cost, unless you really want to build the ship. I guess it might be altered in future but for now...Why would you ever bother.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
So, is there any event other than eclipses that stop solar generators? (There are a LOT of those, so it does make solar a bit unstable that way.) I guess fallout and voclanoes -- I had forgotten about them, I should have included them in the video. And they can go on for several seasons. D'oh!! If I knew how to best store the energy, I would prefer to rely pretty much just on wind. But I worry the battery expenses just get exorbitant given how uneven it is. (I mean, geothermals are the way to go... once you have the research! Geothermal as beginning of midgame sounds pretty sensible to me.) You can actually go a long way in the game with very little power, though -- just some for a freezer and a few benches, really.
@Swordphobic
@Swordphobic 6 жыл бұрын
Couldn´t you use batteries to get an estimate average power production for the wind generators?
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
How so? I mean, I have averages for each of the 5 days I checked, but they're all over the place. Whatever test I did would have to run for at least a season (maybe longer) to start approaching representativeness, whether I measured the output with batteries or 'by hand'.
@maxstirner6143
@maxstirner6143 6 жыл бұрын
well, its not the same mesure once in a day to get how many they produced (just multiplie x2), than every hour. Here, with wind generator, you are not looking how many they produce per hour beacuse it's madness, the wind make it crazy we allready know it you just facted it and for that reason is why you are looking for how, more or less, they produce per day, and x4 speed, a season is not that much (but still being a considerable amount of work). Nice videos!
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Ahh, I see. I mean, I guess one thing I could do is make an array of 500 batteries and one wind turbine (on a map with zzt turned off) and just go eat dinner or something and come back and see what the overall stored power was. That would give a pretty good estimate, albeit one that doesn't account for weather. (I mean, the weather will probably change a few times in the season, etc.) Would be good info though! It still doesn't help with the how-many-batteries question. For that, averages aren't enough because you need to have a sense of how long you have to run with low power production. That's what makes it easier with solar panels (setting aside eclipses); you know pretty well that you'll be at full power for about 1/2 a day and at no power for about 1/2, regardless of the day.
@SuperMuddyPuddle
@SuperMuddyPuddle 6 жыл бұрын
Bjorn Strongndarm to measure the how-many-batteries question, you could hook up a wind turbine to a couple moisture pumps and a variable amount of batteries (perhaps 0-10 batteries). The idea being that a wind turbine with 10 batteries would store all the electricity it produces thus establishing 10 batteries per wind generator is too much, and the wind generator with 0 batteries would show progress without electricity storage, and all the numbers between 0 and 10 would show how many batteries it takes until the numbers are equal to those of the 10 battery generator. Just in case I did not make myself clear, the moisture pumps expand their radius every couple days, and the measurement would be looking at that radius plus however many days are left for that radius to expand again. The idea is that the generator with the most storage available will have similar results (in regards to moisture pump radius) up until a certain point which would show where the amount of storage would start to matter; answering the how-many-batteries question
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
I see, good. I like this a lot. One way to do it would be to use a moisture pump hooked up to a geothermal generator as a control. Then see what the smallest number of batteries is that does as good as the control does. I might have to do a follow-up video just on batteries...
@DisillusionedAcronym
@DisillusionedAcronym 6 жыл бұрын
awesome work, as always. thank you so much. :-)
@Hotrob_J
@Hotrob_J 6 жыл бұрын
I use 3 solar panels for every 1 turbine. I try to go light on the batteries, as they're a bit explody. If possible, I'll keep a couple fueled generators around with fuel, and obviously geotherms if I can get them.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Fair. I like to have a set of batteries loaded up with a switch and then turned off, for backup if a zzt or something drains my usual battery supply.
@dacianhantig7810
@dacianhantig7810 6 жыл бұрын
I have two words for you: "RT Fuse". Google is your friend :)
@Hotrob_J
@Hotrob_J 6 жыл бұрын
Dacian Hantig already run the mod, but if I hadn't already known of it your comment would've been a godsend :)
@chumphreys8086
@chumphreys8086 6 жыл бұрын
This might be hard to set up but I always was interested in animals particularly the rescue and hauling. I wonder if different animals can carry only so much like a boar carrying less or more that a Labrador retriever or how often animals haul and rescue. It would be hard to figure out and set up and maybe the info is somewhere and I just don't know where. Also thank you for teaching me things about rimworld especially the food poisoning chance episode that helped my colony a lot.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
I think their hauling capacity is given in the info screen for a given animal, isn't it? Elephants carry a lot more than labs, I believe...
@zammyscorp0
@zammyscorp0 6 жыл бұрын
Yeah, I believe the carrying capacity stat dictates the amount an animal can haul but anything above 75 is essentially worthless because of stack sizes. Wargs, huskies and labradors seem to be the best haulers because they move fast and can just about carry a full stack. The faster they finish hauling the faster their cooldown ends. I'm not entirely sure, but I think movement speed itself might even affect the cooldown because the first time I tried using wargs to haul I followed one of them around and it only seemed to take about 5 seconds for them to start hauling again.
@chumphreys8086
@chumphreys8086 6 жыл бұрын
since making my comment I found the hauling stat and am really interested in the cool downs. Is the hauling and rescue cool down the same or two separate stats and if movement speed like Charlie Jaye said affect its speed like if a Labrador with perfect health and Labrador with a leg missing would have very different cool downs. Or if the cool down has a time ceiling like if you have the a dog said mod installed giving a Labrador bionics would there be a time ceiling to max at. Or would it just continue to grow until the animal would haul at all times except for training,eating, and sleeping maybe I could try to make some sort of test on my own game and see if I can find out if anything I just said means anything.
@zammyscorp0
@zammyscorp0 6 жыл бұрын
The hat I can't say much to rescuing because I don't actually use it in my games but I'm assuming all actions have separate cooldowns (if any). And there's probably a priority order set for animals, just like you set for pawns, so I'd imagine eating takes priority over rescuing and rescuing takes priority over hauling. These are quite specific questions though so testing is likely your best bet
@sueytonius
@sueytonius 6 жыл бұрын
Given that solar generators appear to saturate (kzfaq.info/get/bejne/mc1nlLtn1ODYY6c.html), I'd be careful of concluding that shadows _don't_ affect generation. They might decrease insolation and you're not detecting it. Though they probably don't :-)
@grando111
@grando111 6 жыл бұрын
You forgot one thing, Elevation, if high altitude maps produce more wind power, probably will have no effect on solar generation tho.
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
You're right, I didn't check that. Be worth looking into. (I'm skeptical that it will make much difference, but always good to verify.)
@naltlan7651
@naltlan7651 5 жыл бұрын
so having 2 solar generators for 1 battery would be minimal, or 3 or 4 wind turbines for 1 battery is the minimum and at least 2 solar and one wind for an emergency
@JosephHarner
@JosephHarner 5 жыл бұрын
In the beginning you keep saying "watts per day", which is not a thing. Watts is an instantaneous *rate* of power, not a total *amount* of power. You're thinking of Watt Days per day, which is just "watts". The storage capacity of a battery might be "1000 Watt Days" meaning that it could provide 1000 Watts of power, continuously, for one day. Or you could provide 100 Watts of power for 10 days.
@benhur2806
@benhur2806 2 ай бұрын
Could it be possible that the exact day of the month also influences it? In real life, the sun doesn't stay static throughout a season either, and maybe the solstices/equinoxes happen later in the month?
@jarradscarborough7915
@jarradscarborough7915 6 жыл бұрын
it's pretty strange that the poles will still receive sunlight in winter - no light reaches the poles in winter it's not even the lowest output, this shows that there is less light in spring for some reason
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Yeah, there are some weird choices. The spring thing isn't just at the poles -- across the board at every latitude (except maybe the equator), spring has the shortest days/lowest output, and fall has the longest/highest. Summer and winter about equal. Not what I learned in school *at all*. And yeah, I was expecting midnight sun in summers vs. no sun at all in winters. I'm guessing this is a gameplay design to nerf solar at the poles without making it useless, but it doesn't make a lot of sense meteorologically.
@MirageGSM
@MirageGSM 6 жыл бұрын
This might be more a weather topic than a generator topic, but if the weather has such a huge influence on the wind turbines, is there any significant weather variation over the year? (I assume not, because tha would require more detail than I expect to have gone into the weather system...)
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
That's a good question. I'm there is significant weather variation *across biomes* (not much rain in deserts, for instance), but I'm not sure if there is over the year. (Other than the obvious, if the weather is below freezing then rain is replaced with snow. Also, do thunderstorms happen in the winter? I can't recall...)
@Hotrob_J
@Hotrob_J 6 жыл бұрын
Bjorn Strongndarm I think I've seen dry thunderstorms in the winter? I could be misremembering though
@Joe-jc5ol
@Joe-jc5ol 6 жыл бұрын
I think(and the vid did not mention) the main benefit of wind is that they might fire up at night when solar is down. This is a huge benefit because instead of having to produce twice as much during the day for the batteries to store, wind at night will be directly consumed by the grid, and thus be more efficient kind of power...
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
This is a benefit, but in my 5-days test, there's no real reason to think that you're going to make enough on wind at night to make up for lost solar. (Some days produced only 500 watts/hour on average, and if the low hours are all at night -- and sometimes they were -- you won't have enough juice to make up for lost sunlight.) So you'll still need batteries. Of course, you're right that since batteries are less efficient, if you DO get direct power you're going to be more efficient overall. Maybe there's a formula for figuring out the best, most efficient combination of batteries, wind, and solar -- but I haven't been able to figure out what it is.
@playerst2287
@playerst2287 6 жыл бұрын
The size of Zzzzs depends on how many charages you have in the grid, which means less charges for the night = safer.
@shayminthedoctor9663
@shayminthedoctor9663 5 жыл бұрын
7:16 Barbarian nooooooo!
@NipapornP
@NipapornP 4 жыл бұрын
Nope, the wind generators are NOT all in different directions. The middle ones are heading exactly the same direction. ;)
@skavies2351
@skavies2351 6 жыл бұрын
I'm not very good at this game, but I prefer wind turbines over solar. Generally, I'll make my farms in the areas you need open for wind, so nothing will block them, and I put batteries all over the place in my base surrounded by stone walls, so if they explode, it's contained. Wind turbines seem to average more energy than solar panels and are affected negatively less often by random events. Obviously, I use geo thermal when available, but most of my later game power comes from wind, and none from solar. In general, if I see a battery drop below 75%, I add a wind turbine. If I am expanding the base and I don't see a battery on the screen, I add a battery-mostly for the charge level it displays, not so much for the power storage. I typically start with 2 wind turbines and 1 battery. Get that up to 6 or so turbines while working towards geo-thermal, if it's available, and only add batteries if I want another power meter, or if I'm actually having problems with slow wind times (which are very rare for them to last long enough to matter).
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Hmm, intersting. Do you find you usually end up with about 1 battery for every 2 turbines? When I was making this video I was prepared to make a big case for wind over solar, but when I saw the high day-to-day volatility of wind it scared me off. If I knew a safe battery ratio it would be easier. I do think you're right about averages -- solar averages between 800 and 900 watts/hr/day, but I'd put wind a 1000+/w/h/d.
@skavies2351
@skavies2351 6 жыл бұрын
When I follow those general guidelines, the ratio tends to change(high battery to ratio early on, but then more windmills to batteries late game). I end up building 3-4 batteries pretty fast as I start using power, so I sometimes ignore it and only add windmills. I find with my most progressed bases, I need about 1 battery per 6? windmills. It really depends on how much energy I'm using. Most of the time, I don't play efficiently min-maxing progress, so I don't need much reserve power. The Hydroponics and Sun Lamps are the only significant consistent drain on my power and 3 batteries is normally more than enough for a farm node (a sun lamp with it's area filled with hydroponics). I probably over build wind mills, which lets me get away with fewer batteries. The big thing is to never put 2 batteries next to each other, so when zzzt happens, it only kills one battery and sometimes the walls around it. Maybe stating my rules for it this way will make more sense. "If your batteries don't charge fully between slow wind times, add more windmills. If you run out of power completly, add more storage." The 25/75 is a visual aid and works if you don't like running out of power, but will end up with even more windmills than if you follow this. You want to see the power drop down a little when the wind gets slow, so you know you don't have too many windmills, but when the wind picks back up, you want the few batteries you do have to fill back to full. When I started, I used solars because I liked the stability. A year or two of zzzt and the long time power outages that killed crops you get with solars made me start using both. Using both didn't last long, in play wind seems vastly superior most of the time. You do get short periods of slow wind after slow wind, but it generally isn't a problem, and that's a rare exception since you need a long period of fog and slow wind (very rare). Crop killing is from temperature freezing on me when I can't power the heaters. It's a good idea to have a windmill and battery on a separate circuit just for the crop heater, but that's not something I usually bother to do.
@skavies2351
@skavies2351 6 жыл бұрын
Whoops, 2 batteries for a farm node, not 3. I do sometimes use 1.5 batteries (3 of them for 2 nodes) but that can rarely lead to crop damage from cold if you're on an ice shelf or similar super cold area.
@Bartekkru100
@Bartekkru100 6 жыл бұрын
A pro tip: You can actually place solar generators (since solar panels don't block wind) in front of wind turbines to maximize the power output and use space more efficiently.
@skavies2351
@skavies2351 6 жыл бұрын
Noob tip: (not a pro) if you don't use solar panels, you can get away with far fewer batteries and have a much lower impact from the zzt event or other effects that interfere with solar. WInd is way more unstable, but it changes several times per day, so a very small reserve is needed, and most of the random events that affect it make it better, not worse. I don't know of any "solar flares, now your solar panels give more energy" type events.
@skavies2351
@skavies2351 6 жыл бұрын
Early on, (before geothermal) Wind turbines are better than solars, with the single exception of sun lamps for hydroponics. Both generators take exactly the same resources to build, both output very close to the same power over all, but wind averages slightly more power throughout the year with weather patterns he showed which slightly favor them vs the solar panels being only affected by solar eclipses and never anything positive. I mentioned sun lamps earlier. You want 2 solar panels per sun lamp since they will cover the electricity demand of the lamps while the lamps are on letting you get away with far fewer batteries for the annoying zzt. You can get away with 1 battery basically forever if you use wind turbines for powering everything but the sun lamps as they produce intermittent power all the time and 1 battery will hold you good enough to get to geothermal. If your battery ever drops below 50% toss on another wind turbine.
@roguishpaladin
@roguishpaladin 5 жыл бұрын
Wind is more robust. Solar is more reliable. It's a good tradeoff for game balance. Of course, in 1.0 we now have water power so I just have a bunch of waterwheels for normal power (and still solar panels for sun lamps, though I do two panels for a sun lamp and one heater, just to be safe).
@antoniobandera2194
@antoniobandera2194 6 жыл бұрын
I think you make big mistake naming W as W/h. Saying W per hour is like saying 100 kilometers per hour per hour. Watt is 'speed' of power, it has time included inside already.
@roguishpaladin
@roguishpaladin 5 жыл бұрын
You're close to right. His terminology was incorrect, but for meaningful tracking of total power power companies will usually use W-, like kilowatt-hours. watt hours are not watts per hour - in fact, they are a multiplicative unit rather than a rate. Batteries in Rimworld are a good example - they're storing the capacity for the expenditure of X watts over Y days. Yes, this means they can expend faster or slower. (And yes, watt-hours are directly translatable into joules, but that's just the way the power companies do it.)
@frantisekzverina473
@frantisekzverina473 5 жыл бұрын
Watt = 1 Joule / second. 1 Watt-hour = 1 Watt * 3600 seconds (an hour) = 3600 Joules. Your house power consuption is counted in kilowatt hours. The numbers in Joules would go crazy high
@spikeguy33
@spikeguy33 6 жыл бұрын
Another use for batteries - use them instead of wires. Never connect wires to your batteries to avoid Zzzts. The way i do it - I have geothermal generator(s) powering all the small things in the base (lamps, doors, TVs, stove...); And have separate "wind turbines + solar panels + batteries (no wires)" powering your high-demand devices, like greenhouse lamps, heater/cooler arrays, all of the workshop benches, turret arrays... EDIT - I've heard that batteries explode when they overheat. How true is this? Do you need like 50 degrees C, or is it in the hundreds? Do they explode at all? Can you still have batteries outside (under a roof) in hot climate?
@payden0_086
@payden0_086 5 жыл бұрын
Batteries do explode if they are outside and if they over hear which I think is an event it will blow up try to keep batteries in the 20 degree area
@TheRolemodel1337
@TheRolemodel1337 6 жыл бұрын
3:10 no its about the angle at which light hits the earth
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Yeah, I think some other people cleared that up too. My bad!
@gdzie2sesn
@gdzie2sesn 6 жыл бұрын
Hello, I made a series of RimWord 17 where you start in the largest mountains and you must have a minimum of 30 settlers + you have to completely align the area from the mountains
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
I'm not sure what you mean by "align the area from the mountains"...
@beaub152
@beaub152 6 жыл бұрын
Bjorn Strongndarm i think they meant that they mined out all the mountains, not all google translates are perfect lol
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Ahh, makes sense. I was thinking it was maybe something with settling all the mountain tiles around the base. But yours is probably more likely.
@gdzie2sesn
@gdzie2sesn 6 жыл бұрын
Or serie that you can not die any settler and you have to mess with them to some large number 25 or more! And so I was thinking of getting rid of how you would start on the mountainous terrain of all sorts of stones to be like the desert
@brucezhang5508
@brucezhang5508 6 жыл бұрын
vanometric power cell?
@arcturus64
@arcturus64 4 жыл бұрын
Every time I press the "Power" button I hear Palpatine shouting "POWEEEEEEEEEEEEEEER!".
@Scanixon
@Scanixon 6 жыл бұрын
First: Scanixon Approved! Second: What games do you like? If strategy then try out eu4 but its costly... or xcom ew long war mod :D
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
First: Thanks! Second: Strategy, probably with an eye more to tactical than long-term strategy. WDYT of X-COM2 War of the Chosen? Also: stealth games, story-rich games (usually the adventure types). (You're the second person on this video to ask me about other games. Is this y'all's way of telling me you're getting tired of RimWorld? ;D )
@Scanixon
@Scanixon 6 жыл бұрын
Rimworld is great don't get rid of it! and X-COM 2 great game maybe you should try it? And... i forgot what i was going to write :P
@beaub152
@beaub152 6 жыл бұрын
Yay more smarts!
@TheGreenTaco999
@TheGreenTaco999 6 жыл бұрын
Communists aren't smart
@rn-zu5ld
@rn-zu5ld 4 жыл бұрын
@@TheGreenTaco999 yep that's why they beat the Americans in technology I'm the cold war and also vietnamese farmers beat US US soilders
@shopt6933
@shopt6933 4 жыл бұрын
What's with the "Watts per Day"? Watts are literally Joules per Second, watts per is generally a meaningless unit, this is going to be really distracting for the 16 minutes per day of this video.
@TheShadowwalker007
@TheShadowwalker007 6 жыл бұрын
This is out of date. What about the chemfuel generator and the zero point generator ?
@justanotheryoutubechannel
@justanotheryoutubechannel 6 жыл бұрын
Huh, it’s odd that weather no longer affects solar panels. It definitely used to, I’m sure of it.
@roguemf9187
@roguemf9187 6 жыл бұрын
the science of clothing
@michaelm3691
@michaelm3691 5 жыл бұрын
Best way to power your base: The bodies of your enemies.
@Robert72z28
@Robert72z28 5 жыл бұрын
You killed Doctor....
@Worldowner
@Worldowner 6 жыл бұрын
They killed Doctor! Bastards! I use mod Advanced Powergeneration. Wery balanced lategame mod
@General12th
@General12th 6 жыл бұрын
This gives me ideas for three new types of power plants: *1)* Nuclear reactor. Size: 3x3. Output: 2000W. Materials: 1000 steel, 1000 plasteel, 500 uranium, 10 components, 100 work. Unlike the base reactors, this reactor is not contingent on time, weather, location, or fuel. It can be built anywhere. It will produce power continuously. It's a nice late-game reactor that you can tuck safely in the back of your base and always rely on it. You'll need to put in some research first, but it's merely one tier beyond geothermals. *2)* Portable generator. Size: 1x1. Output: 350W. Materials: 50 steel, 50 plasteel, 3 components, 20 work. This reactor can be folded up and put in your inventory. It outputs just enough power to run an improvised turret, which makes base assault a bit less stressful. Siege raiders can also carry these around and set them up to protect their mortars. *3)* Hex-cell battery. Size: 2x1. Materials: 100 steel, 50 plasteel, 5 components, 1 hex cell (a valuable resource), 200 work. Unlike regular batteries, this battery can store up to 2000 Wd of energy, and runs at *200%* efficiency. They effectively act as force multipliers for your other reactors, but only when you're running a power surplus. Any thoughts?
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
So, you can get the output of 1 with 2 ship reactors. I'm not sure what the cost is, but I think it's cheaper on plasteel than the others. (Maybe you checked that...) 2 would be cool. Do you think it's better than charging a battery and carrying it along though? Maybe it could be powered with chemfuel? 3. What is a hex cell?
@General12th
@General12th 6 жыл бұрын
1) There's probably a better way to calculate costs. I just compared it to similar reactors and scaled it up a bit. I've never liked using Ship Reactors for power, and I don't consider them generators. (They still totally are.) 2) That could work. On one hand, batteries are big (2x1 tiles) and heavy. On the other hand, there's no limit to their power output. Compare that to portable generators, which are small (1x1) and light, and while they only provide 350W, they do so continuously. I don't know if that's a worthwhile choice, or even worth adding to the game. 3) Hex cells are mentioned in the lore primer. They store antimatter. I'm thinking of making a mod where they're a component in lots of cool items.
@Robert72z28
@Robert72z28 5 жыл бұрын
Would LOVE to see a video on when/why the AI will attack and how it decides how much to throw at me. I keep it very simple at the beginning but always wall a good size area with granite asap so im always outgunned at the beginning.
@MsArchitectschannel
@MsArchitectschannel 5 жыл бұрын
The fact you use W/h makes my skin crawl and say it's further from the sun in the winter. but mainly the Watts PER HOUR. you put so much emphasis on it and it hurts so bad. joules per second per hour? doesn't make much sense mate, if you meant Watt days(Wd). as in the unit of energy storage in rimworld stated in the battery UI. then Watt days per hour would in fact make sense, if your numbers weren't so wacky! no way a solar panel produces 1000Wd of energy every hour, that would be 24000 watts on average. This is 10 year old level of physics (whatever grade or year that may be wherever you live) Little more thought in the future might be nice.
@vmasing1965
@vmasing1965 4 жыл бұрын
3:15 LOL That wasn't very sciency. It's mostly about the angle, nothing to do with distance. Take a mo and think about it, you'd agree that's _common sense._ Unless you're a Flat Earther that is. (smile)
@stardaggerrihannsu2363
@stardaggerrihannsu2363 3 жыл бұрын
A whopping 3,000... *Looks at reactor outputting 250kW running at 30%* RimAtomics or Go home!
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