![]() ![]() In every game I've used them (which is every game) I've never, ever, not once, not ever, had to change a rod. Without a difficulty check for power types or anything that simply requires what a nuke plant delivers that others can't, a nuclear simply becomes overkill unless you intentionally underplan your static system with the intent on using a non-renewable backstop. ![]() Magnetite was at one point renamed to Iron Ore, but was changed back to Magnetite shortly afterward. Magnetite can be found as a large resource deposit. They are dead cheap to build and incredibly easy to keep stocked with the most energy-dense matter (oculus) and to have them plentiful enough to feed as many as you need (they reproduce bloody fast and you can stack ACUs as needed to speed that up to any required level). Magnetite is a raw material found abundantly in the Mountains and Mountains Caves, as well as within the Jellyshroom Cave and Lost River. ![]() Power generation is staggeringly easy, even if you use only bio-reactors in front of a nuke plant. The situation I created by using a mod would be created by knowing how the game serializes power utilization and unmaking/remaking everything to add a solar panel so that solar panels are drained before bio reactors.I'd do it that way regardless, so that unit-power-types were used in groups (as a power stack should be) so your argument seems to be "you don't use nuclear because you know how to build a power stack to favor renewables over non-renewables and so you're wrong" which is a daft argument. ![]() Well you are wrong, you created a situation in which that make be true, but there is more than enough to drain your power. ![]()
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