Power switch for Water Filtration Machine and other things
GlassDeviant
Terra Join Date: 2017-02-27 Member: 228342Members
Sometimes it would be great to be able to toggle off the water filtration machine when your base produces only a little more power than the WFM uses, or perhaps even a little bit less, so that you can do some fabricating without having to wait between jobs.
Also, a switch that makes the WFM discard the salt and only save the water would be great too, so there would be 4 water waiting when you got back from a long trip instead of 2 salt and 2 water. As it stands, I usually have a free standing locker or two full of salt by mid-game.
A big battery would also be useful, something that adds to the capacity of the base energy storage. Currently I just build a ton of solar panels on the roof of my moonpool (or whatever has the most roof space if I don't have one of those) even way down deep where there is zero solar power production, giving me a high base power cap for the thermal/bio/nuclear reactor to fill up for later use.
And, wishful thinking because it's not really worth the effort, a switch to lock the PRAWN/Seamoth so that I don't accidentally launch it when I meant to access the cargo, powercell(s) or module bay.
Also, a switch that makes the WFM discard the salt and only save the water would be great too, so there would be 4 water waiting when you got back from a long trip instead of 2 salt and 2 water. As it stands, I usually have a free standing locker or two full of salt by mid-game.
A big battery would also be useful, something that adds to the capacity of the base energy storage. Currently I just build a ton of solar panels on the roof of my moonpool (or whatever has the most roof space if I don't have one of those) even way down deep where there is zero solar power production, giving me a high base power cap for the thermal/bio/nuclear reactor to fill up for later use.
And, wishful thinking because it's not really worth the effort, a switch to lock the PRAWN/Seamoth so that I don't accidentally launch it when I meant to access the cargo, powercell(s) or module bay.
Comments
Pretty sure base energy storage doesn't work like that. Storage is the sum of all energy producing equipment, but each can only fill what they add themselves. IE, the storage added by a solar panel cannot be filled by anything but that panel. But yeah, there used to be plans for a device called the accumulator to create backup energy. We don't know the current status of it, but many hope it can be implemented still one day.
Pretty sure it does, since I've been doing it for weeks and it works just fine.
I've had that one on my wishlist for a while. Worried my machine can't handle it, though. Good, is it?
What version do you play then? I just checked to make sure and my two thermoplants + nuclear reactor base has a capacity of 600 (2x 50 + 500) but only fills up to 100 because I'm not running the nuclear reactor currently. My (surface) four solar panels + bioreactor + thermoplant base fluctuates around 300 of 350 (4x 50 + 100 + 50) because of the inventory glitch that means I can't have the bioreactor running as I want to. And that's how it's always been - at least since when I started playing.
Well, I can't say I'm overjoyed with every creative direction the E:GS devs have made, but as far as working goes, it's pretty good and stable for an Early Access game and runs well on recent gaming hardware of the past I'd say...5 years, give or take. Like anything, it's always better to have a fairly recent system. The control panel is a little fiddly until you grok it, but works as it's supposed to once you do.
Up for that
Just take the water and leave the salt there. I don't think I've ever taken the salt out of my desal plants...
Well, when combined with a common coral sample, it gives you more water, so...