Traps in Wasteland

I'm not complaining, I'm just stating it as a fact.

I mentioned Factorio; I probably should have described it in more detail. There, I can add as many generating devices to the system as I need. If I don't have enough power, I just add another generator to the system and forget about it. I can't do that here. Furthermore, the power sources have priorities. The solar panel has the highest priority, the generator has medium priority, and the battery has the lowest, and they work in tandem. So, if I don't have enough solar power, the generators will start producing the necessary difference. And the batteries act as balancers; if the system is low on power, they discharge and compensate, and if there's a surplus, they charge. The switches have separate input and output, which helps us better understand how it works.

There are also logic gates, but that's a separate topic, albeit a very interesting one.
Ok, but how much electricity do you really use in this game? A large base might need a few generators, but the base is large and having them cover their own areas makes sense instead of having a single circuit for the entire base. But as I mentioned, I can see why some people might like having multiple generators in a circuit. I just really don't see the need in this game. In Factorio, which I haven't played, you seem to need a LOT of power, so it makes sense there.
 
48 Dart Traps, 24 Electric Fences and 8 Blade Traps use a lot of power. And that's just for my generic "starter" base, before I build anything fancy.
 
  • Wow
Reactions: Lax
Ok, but how much electricity do you really use in this game? A large base might need a few generators, but the base is large and having them cover their own areas makes sense instead of having a single circuit for the entire base. But as I mentioned, I can see why some people might like having multiple generators in a circuit. I just really don't see the need in this game. In Factorio, which I haven't played, you seem to need a LOT of power, so it makes sense there.
The issue of multiple generators is a scalability issue. I need to increase the power, I just put the next one next to the existing block, connect it and that’s it. Now I have to think about what to connect to which generator, which is not very convenient and, in the case of system expansion, sometimes requires reconnecting all devices.

As for Factorio, that was just an example. One could cite Fallout 4 as an example, but there generators do not consume fuel and there are no batteries, which slightly changes the approach to system design.
 
The issue of multiple generators is a scalability issue. I need to increase the power, I just put the next one next to the existing block, connect it and that’s it. Now I have to think about what to connect to which generator, which is not very convenient and, in the case of system expansion, sometimes requires reconnecting all devices.

As for Factorio, that was just an example. One could cite Fallout 4 as an example, but there generators do not consume fuel and there are no batteries, which slightly changes the approach to system design.
I'm fairly sure TFP stated there were no plans to expand the electrical systems, although that was a while ago and nothing is really ever set completely in stone. It's probably best to assume it's going to be one power source per circuit going forward.

It probably takes a shift of habits, when building bases you know are eventually going to be large, to use multiple generators as early as possible. 6 x 50W generators use the same fuel as 1 x 300W generator, so the only cost is in parts to make generators. Those aren't hard to get even without perking into salvage.

If you've got multiple generators from very early on, it's much easier to expand systems in a particular area (or a particular system depending on whether you separate your circuits into geographical areas or by function) because you should nearly always have spare capacity in the appropriate generator.
 
I'm fairly sure TFP stated there were no plans to expand the electrical systems, although that was a while ago and nothing is really ever set completely in stone. It's probably best to assume it's going to be one power source per circuit going forward.

It probably takes a shift of habits, when building bases you know are eventually going to be large, to use multiple generators as early as possible. 6 x 50W generators use the same fuel as 1 x 300W generator, so the only cost is in parts to make generators. Those aren't hard to get even without perking into salvage.

If you've got multiple generators from very early on, it's much easier to expand systems in a particular area (or a particular system depending on whether you separate your circuits into geographical areas or by function) because you should nearly always have spare capacity in the appropriate generator.
That's a good option. I just start a new circuit when needed and rarely will I try to change what items are on which generator/solar bank unless there is some need to do so. I understand that just adding a generator to the circuit would be easier, but I don't think it's that big of a deal. Of course, I also don't think it would be a big deal to allow more than one in a circuit. So either way is fine to me.
 
I'm fairly sure TFP stated there were no plans to expand the electrical systems, although that was a while ago and nothing is really ever set completely in stone. It's probably best to assume it's going to be one power source per circuit going forward.
Glass jars also disappeared forever)))

I hope that the developers will return to the topic of electricity closer to the final version. At the moment they have enough other problems.
 
I hope that the developers will return to the topic of electricity closer to the final version. At the moment they have enough other problems.
Power system is in a decent but simple state as it is, in my point of view we already can combine 6 generators/engines in one circuit.

There is room for balanced improvement ofcourse, like:
-Keep relay as splitter or connection for suspended power lines but increase the length of power lines throug buildings or over ground.
-Logic switches
-Giving doors and so options for power to open, power to close, power to toggle
-Adding "powerblocks" for higher demands, like a full block for 1200W on 10 engines with 5k fuel, 2 full blocks for heavy generator with battery backup, 2x2 blocks for powerstation with even more power and so on...

But just having the existing system altered for unlimited power and expansion? Nah... That's overpowered.
 
Power system is in a decent but simple state as it is, in my point of view we already can combine 6 generators/engines in one circuit.

There is room for balanced improvement ofcourse, like:
-Keep relay as splitter or connection for suspended power lines but increase the length of power lines throug buildings or over ground.
-Logic switches
-Giving doors and so options for power to open, power to close, power to toggle
-Adding "powerblocks" for higher demands, like a full block for 1200W on 10 engines with 5k fuel, 2 full blocks for heavy generator with battery backup, 2x2 blocks for powerstation with even more power and so on...

But just having the existing system altered for unlimited power and expansion? Nah... That's overpowered.
Note: The length of the wires is in serverconfig.xml IIRC, so you can change that easily if on PC.

I agree with more powered doors in vanilla. I made a mod that is available in the Mods section here for powered rollup doors. It could easily be expanded to other doors.
 
Would be nice to see an increase in the amount of fuel you can add to a generator. I have plenty of oil shale and would be nice to add more than just 1000 fuel max.
 
Would be nice to see an increase in the amount of fuel you can add to a generator. I have plenty of oil shale and would be nice to add more than just 1000 fuel max.
Why? This 1000 of fuel at full load will last more than a day of play.
 
So I can drop about 5-10K of fuel and not fill it up again for days. 1 less thing to manage daily. Also my personal preference.
I honestly see little point in this approach. At the base, you have to do something daily anyway, like harvesting food and water. Refilling the generator isn't that big of a deal. And frankly, a working generator is useless if you're far from the base. The game only calculates zombie behavior within a certain radius of the player; all zombies and animals beyond that radius are frozen.
 
I honestly see little point in this approach. At the base, you have to do something daily anyway, like harvesting food and water. Refilling the generator isn't that big of a deal. And frankly, a working generator is useless if you're far from the base. The game only calculates zombie behavior within a certain radius of the player; all zombies and animals beyond that radius are frozen.
Like I said, my personal preference.
 
Back
Top