Not a whole lot unless you got pollution going to those. Idle biters aren't a big UPS hog the devs have stated. Attacking biters with move orders are. But if it bothers you, add an artillery cannon to each outpost, and a wagon full of shells to your supply train. It'll automagically clear those biter bases and keep your chunks nice and baseless.Hedning1390 wrote:dood wrote:Nothing has less surface area than a single box and if no biters are in that box, you minimize the amount of enemies calculating around in revealed chunks.
If you have multiple outposts all with their own defenses or super long corridors all surrounded by enemies, that's a lot of real estate of revealed map chunks belonging to the biters and guess what that will do to your UPS over time.
First of all running out is a failure that shouldn't happen in the first place, but if you are really concerned about it you can put down 1 accumulator as well and it will work during the night. You don't need any logic. If you get hung up on such small and trivial things I wonder how you deal with the rest of the game.[/quote]Aeternus wrote:And wait for daylight while the steamcarrying train tries to unload with still no power. And have some kind of logic that disconnects the pump from the rest of the outpost. It's a little more complicated then "just toss a panel in there and you're good".Hedning1390 wrote:There is no flaw. Just place 1 solar panel.
I'm not getting "hung up" on something. I was pointing out a big flaw in your proposed solution that would potentially starve a base for energy for several ingame hours. I already proposed using just an accu, no solar panel, to keep the pumps powered. They have no drain so an accu that disconnects itself from the grid once it drops below a value, and reconnects once there's steam again, is sufficient.
It's the grid that'll become overloaded, not the bases themselves. With ~20 or so outposts, with 2 to 3 ore trains per outpost and one supply train per outpost that'll have to get both steam and supplies? Typically your nuclear power plant and structure factory are not in the same location. Sure, you can work around it by having a small nuclear plant purely for producing steam for the mining bases, but then you still got the issue of solving how to manage 16+ supply trains, arriving with erratic schedules and not tolerating much delay, to get loaded and returned to the outposts. From my, still meager, experience with megabases... ore input is one of the most traffic heavy issues to solve (I've had to limit my smelters to 3000/s output because any more meant I can't get ore into the clusters fast enough).That was not a caveat. I didn't include them because how you deal with defense is another issue to how many miners you can run. I never said you couldn't bring extra power for laser turrets.Aeternus wrote:The caveat of your design is that you spare no power for defenses. Therefor no laser turrets
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Relatively frequent deliveries of steam to your mining outpost also increases the traffic on your mining grid, and requires a fast loading station at your nuclear power plant. If not deadlocks, it'll certainly increase congestion on the mining grid on megabases.
Regardless how you solve defense you can have a single supply train. A single train unloading on a separated supply station will never gridlock anything unless you totally mess up your signals. Again how you do it is up to you, but even if you chose to have multiple trains it is still an outpost and should receive a lot less traffic than some other sections of your base. If you can't deal with traffic at an outpost how does your main base not constantly gridlock?
I prefer to not add to the congestion on that particular rail grid. Deadlocking may not be an issue, but traffic jams can slow things down significantly. With solar power I can use a single general supplies train for all outposts - and even that one spends most of it's time in the loading dock because no stations need supplies. The mine prototype I use uses a full single line of laser turrets. With all that it still has 12 MW of spare energy for mines when the turrets aren't firing - didn't run the math but I think that's enough for upward of 100 mines with efficiency mods - and if biter attacks chew up power a little faster then expected, a power latch shuts the mines down until the batteries are recharged.
I guess we just have differing ideas on how to manage mining outposts. Agree to disagree?