Energy Efficient colony

Started by shaw357, September 01, 2016, 01:45:14 AM

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shaw357

So I wanna brag for a second here, I'm able to run:

9 standing lamps
1 cooler
1 Coms console
1 high tech research bench
1 multi analyzer
2 orbital trade beacons
1 tube tv
1 machining table
1 electric smelter
1 electric stove

24/7 left on all the time, with just one geothermal plant powering all of it, and still producing a surplus.

Current watt use: 3555
Geothermal plant produces: 3600

O Negative

Kudos to you, friend

Are you running any energy saving mods, or is that vanilla as far as power is concerned? I've always found power production:consumption to be a tricky thing to balance as the game progresses. Either way, congrats!

shaw357

Quote from: O Negative on September 01, 2016, 02:31:37 AM
Kudos to you, friend

Are you running any energy saving mods, or is that vanilla as far as power is concerned? I've always found power production:consumption to be a tricky thing to balance as the game progresses. Either way, congrats!

Nope, it's all vanilla

ahowe42

Quote from: shaw357 on September 01, 2016, 01:45:14 AM
So I wanna brag for a second here, I'm able to run:

9 standing lamps
1 cooler
1 Coms console
1 high tech research bench
1 multi analyzer
2 orbital trade beacons
1 tube tv
1 machining table
1 electric smelter
1 electric stove

24/7 left on all the time, with just one geothermal plant powering all of it, and still producing a surplus.

Current watt use: 3555
Geothermal plant produces: 3600

:o

PotatoeTater

That is very efficient; however, a lot of people play on maps that need multiple heater and/or coolers. I honestly have to say my biggest draw of power is always heating and cooling.
Life is Strange

Serenity

I already miss the CCL Tweaks where stuff only consumes power when it's in use.