I my current Sea Ice play-through I used a bit advanced setup for power: Rice with meat (raiders) to make kibble for boomalope and boomalope make chemfuel for generators. By day 300 I have 13 boomalope, giving me fuel for about 30 generators. I limited myself to chemfuel generators only and with extreme lack of resources on Sea Ice, I found my setup for power quite efficient
Just getting that much steel together is enough, crazy that you have that much power up and running! Btw I'm doing sea ice too! Current setup is a mix of toxic generators and a single chemfuel genny. Toxerators are too strong, just love them. Might have to do a video on a sea ice setup sometime.
@@VenomSteak Toxic are very strong indeed, but I challenged myself to build only chemfuel generators for power. I got 2 boomalope from the trader and let them breed until I got to 13, then sterilised all. I believe 30 generators will be enough for full run.
i've always wanted to try a proper sea ice run, but simply suffer with skill issue. Would be pretty sweet with a video on basic necessities for a sea ice run!
this is great but remember that if you also make and encloser room with lighting and heat level temp management you can grow ALOT more food that in hydroponics and no need for all those extra resources being wasted on hydroponics bays
I've recently switched my power mostly for chemfuel generators. I used to prefer solar and wind, because I always had situations where all my pawns had been fighting raids or going to missions for so long that the chemfuel generators ran out of fuel, but now with the addition of lifters, who will prioritise restocking buildings over everything else, this doesn't seam to be a problem anymore. Chemfuel generators are very good for a specific strategy of mine. I hate zzt events. I hate them so much that I have decided 2 years ago to never build any powered wire in rimworld again. If all your buildings are roofed and you don't have any powered wire, zzt events can not occur. This means I have to build all my power consumers within connection range of a power generator, which is pretty inconvenient when your power generators are as super bulky like wind and solar are. Chemfuel is much more convenient. Wherever I need power, I build a chemfuel generator (encased in stone walls because these things can explode if damaged). One exception I still make is that I still prefer to power my neural superchargers with solar and wind since it's not a big problem if they are unpowered a part of the time. And also if there is a geothermal vent I will of course use it. I'm also thinking I could have Toxifier generators away from my inner base to power mech nodes, but so far geothermals have been enough. I'd prefer not to build toxifier generators in the middle of my base because a pollution infestation there could be costly.
@@Tamizushi It's just crazy because I don't think most people would believe you if you told them the best thing to sell on the sea ice is people pemmican and skin-y hats. But it is!
@@Tamizushi Yes. And it's not even close. Sea ice. Hydroponics only. What do you grow? Rice. A Psychoid hydroponics bay yields ~3.3 leaves per day. This works out to ~11.55 silver per day in flake. Rice yields 12 unites per day. At 1.1 silver per rice, his works out to 13.2 silver per day. But it gets better. 5 rice and 5 meat make 16 pemmican, worth 1.4x16 = 22.4 silver. Also long as you have meat of some kind, you're printing 22.4 silver per day per hydroponics bay. Compare that to psychite's 11.55.
Keep the bummalopes and feed them with nutrient paste( Use vanilla paste expanded to make it easier and more logical)
That works great too. They are pretty good at converting food to fuel. A lot less work and less electricity.
@@t_gabiuel6058at that point it's just pure profit
I my current Sea Ice play-through I used a bit advanced setup for power: Rice with meat (raiders) to make kibble for boomalope and boomalope make chemfuel for generators.
By day 300 I have 13 boomalope, giving me fuel for about 30 generators.
I limited myself to chemfuel generators only and with extreme lack of resources on Sea Ice, I found my setup for power quite efficient
Just getting that much steel together is enough, crazy that you have that much power up and running!
Btw I'm doing sea ice too! Current setup is a mix of toxic generators and a single chemfuel genny. Toxerators are too strong, just love them. Might have to do a video on a sea ice setup sometime.
@@VenomSteak Toxic are very strong indeed, but I challenged myself to build only chemfuel generators for power.
I got 2 boomalope from the trader and let them breed until I got to 13, then sterilised all. I believe 30 generators will be enough for full run.
@@AshGamingTales Oh yeah, 30,000 power is a lot. Good job.
Thanks for coming back
i've always wanted to try a proper sea ice run, but simply suffer with skill issue. Would be pretty sweet with a video on basic necessities for a sea ice run!
No way! I've been working on exactly that!
I have a colony dedicated to making sea-ice easy mode, it's still hard but totally doable. Man, now I'm looking forward to getting that out there.
NO WAY! i'll eagerly await this then!@@VenomSteak
Stay safe on the Rim.
good to know might use this in my nest mountion base or as a back up to my power gride 👍
🥳 We are blessed with another Venom video!
this is great but remember that if you also make and encloser room with lighting and heat level temp management you can grow ALOT more food that in hydroponics and no need for all those extra resources being wasted on hydroponics bays
Well done.
I was thinking of using chemfuel generators on my next run. I'll keep this video in mind when I get that far.
Hey, thanks man. They're a nice thing to have once you got the components for em.
I've recently switched my power mostly for chemfuel generators. I used to prefer solar and wind, because I always had situations where all my pawns had been fighting raids or going to missions for so long that the chemfuel generators ran out of fuel, but now with the addition of lifters, who will prioritise restocking buildings over everything else, this doesn't seam to be a problem anymore.
Chemfuel generators are very good for a specific strategy of mine. I hate zzt events. I hate them so much that I have decided 2 years ago to never build any powered wire in rimworld again. If all your buildings are roofed and you don't have any powered wire, zzt events can not occur. This means I have to build all my power consumers within connection range of a power generator, which is pretty inconvenient when your power generators are as super bulky like wind and solar are. Chemfuel is much more convenient. Wherever I need power, I build a chemfuel generator (encased in stone walls because these things can explode if damaged). One exception I still make is that I still prefer to power my neural superchargers with solar and wind since it's not a big problem if they are unpowered a part of the time. And also if there is a geothermal vent I will of course use it. I'm also thinking I could have Toxifier generators away from my inner base to power mech nodes, but so far geothermals have been enough. I'd prefer not to build toxifier generators in the middle of my base because a pollution infestation there could be costly.
Always glad to see the happy cat picture when your comments pop up.
@@VenomSteak Haha, I like you too, mate. 😀
You are highly analytical. I love your thoughts.
Thank you
Or you could power your base with wood or raider flesh.
You're not going to believe this, but in my current sea-ice playthrough I'm saving the raiders for pemmican and making an unbelievable profit from it.
@@VenomSteak
Why would I not believe you? I used to do something similar, except I made packaged survival meals so I can trade it with the empire.
@@Tamizushi It's just crazy because I don't think most people would believe you if you told them the best thing to sell on the sea ice is people pemmican and skin-y hats. But it is!
@@VenomSteak Is it really better than flake?
@@Tamizushi Yes. And it's not even close.
Sea ice. Hydroponics only. What do you grow? Rice.
A Psychoid hydroponics bay yields ~3.3 leaves per day. This works out to ~11.55 silver per day in flake.
Rice yields 12 unites per day. At 1.1 silver per rice, his works out to 13.2 silver per day.
But it gets better.
5 rice and 5 meat make 16 pemmican, worth 1.4x16 = 22.4 silver. Also long as you have meat of some kind, you're printing 22.4 silver per day per hydroponics bay. Compare that to psychite's 11.55.