There is more actually to say about manual generators: dupes while running they earn skill points and will train machinery and athletics. I am always using manual generators to create a "gym room" for my dupes later on.
That's a good point - and I instead covered it in the tutorial bite for Exo-suits as I find the athletics to be an issue for new dupes in suits. It's usually not directly for power generation in itself.
@@GCFungus In my experience, most "Gym rooms" have the generators attached only to a single consumer per generator, or to one massive consumer and limited storage, or transformers have to get involved to make the gym room efficient in training athletics. But Mario's comment would be better added as "A side note to manual generators, it will build the duplicant's athletics skill" and 'nuff said.
@@Scott_Burton I always plug my manual generators to the main grid. They are my main source of power until pretty late in the game. I always have 10 to 15 dupes running at all time. I use hydrogen from my spoms as backup, but there is no way hydrogen alone would power my whole base. Now instead I have about 45 tons of hydrogen stockpiled into an infinite storage room. When my dupes reach 20 base athletics, I block them from my gym room and I give them another job. Dupes with +20 athletics are much much productive, so combined with the power they produced why training up, it's
Power generator tuning is VERY valuable, especially on extreme diffuiculty draconian builds where every resource is important. Lead can be used for tuning. As the electrical engineers get better, the buff lasts longer and longer, and they get quicker at applying it.
I really like your tutorials because they are short, efficient and only show the viewer the most important information on that one topic. You don't come across "this is the only way it's done", but leave the viewer with new information and they still have to decide how to react, build their base and play the game. Wonderful - that's exactly how it should be done.
I use engie's tune up to preserve resources in the mid game before I've got truly sustainable power. I've got one on the steam turbine and hydrogen generator burning for my aquatuners and spom, and I"ve got one on my coal generators so I don't have to go over 3 hatch ranches. It feels like something to upgrade your first powerplant to help you build your second one. I'm going to build an oil refiner and start ranching slicksters, but the engies tuneup is helping tide me over until I get that going. I also have SO MUCH lead from the oil biome, every time I go to lay a wire the 20k refined lead I've dug up so far is staring at me, so I don't mind using it for now. Once I get a dirty brick and slicksters going I'll move the coal generators and stop using tune up.
Though much of the things I find in your tutorial bites to be things I've come across elsewhere, it is so wonderful to be able to look to your tutorial bites and find "a little thing here, another thing there" that I either didn't know or had kind of forgotten. And when I'm facing a specific issue, there's usually a tutorial bite out there from you that can help me see what I'm missing.
So I tested some Builds with cool steam vents where I split the room and vent in 0.1 g of steam per sec in an own small chamber for one inlet, and the other 3 such up steam from the cool steam vent. This build is soo powerful and completely self-cooling. The energy for the aquatuner that bumps up a small dip of oil to 130 c for the 0.1g inlet to flow through is nearly not measurable, nor is the steam pump flicking on every 5000 secs for 1 sec
That's a good point, and I should have included it in the steam turbine section, which is of course how nuclear reactors actually get their power onto the grid. I will cover nuclear reactors in a later tutorial bite though, so it won't be left out!
I haven't seen that specifically but I am familiar with the concept. I will likely cover this when I get to shine bugs, and I believe it is still viable.
@@GCFungus I've done the shine bug reactor build. It does work, but it does take some patience to ranch up enough shine bugs to get maximum power out of it. On the plus side, it is crazy sustainable, as it will just keep giving power without any further input and runs non-stop. On the downside, it does not put out a lot of power, only about 1k. As a tip, I would recommend building it away from your main base in an area you do not need to look at very much. Putting it in your view will eat your computer's clock cycles when it tries to do all those shine bug animations at the same time.
I see one specific application without: when you use power generation for deletion. For instance, my first surviving play has a spom where all hydrogen is torched to keep it from stalling. These generators provide the constant baseline for the machine that run at all times. When nothing else runs it's a slight waste, but 90+% is used.
Yes that changed in the fast friends update. I'm not entirely convinced it's super effective, but will go into more detail when I get to their Critter Tutorial Bite.
Yes they generate a whole load of carbon dioxide and polluted water - ideally you want to put these in an industrial brick to manage the outputs, but if not then try venting the carbon dioxide to space.
@@GCFungus Carbon Dioxide has 2 great uses. I never vent it to space. I use it to fuel CO2 rockets because they are Fast and don't heat up the base. I use it the bring back resources from nearby planetoids. If you have lots of sand and water you can scrub all that excess CO2 you can produced a lot of polluted water to feed the hanging pepper plants for better quality food. You can also use it for slicksters, but the yields are not high.
I would not say to use coal in early game. I see too many players cooking and smothering their bases, having a far harder time digging for oil, then becoming over-reliant and crashing their industry when it runs out, never mind being short for making steel. Coal is best for mid to long term automated resource outposts, like oil pumps, wells, atmosuit docks, stuff like that. You can get a better use from it in the mid game than early, without the worst of the side effects. Manual generators are highly underrated.
I think thst while it is possible to use coal too much, it's still a useful way to cover thr early game while you work on other sources. With a smart battery, coal supplies should last quite a while.
The hydrogen generator actually has very little downsides, as it uses Hydrogen and makes no waste products. The only thing you have to manage is the relatively small amount of heat it produces (I would always advise including in an industrial brick of some description), and supplying the hydrogen. Electrolyzers produce so much Hydrogen though, that you will always have a source there to power them, and you can tap hydrogen vents too.
Hydrogen vents are really hot. The first i encountered one i was like yaay additional power source! Didn't do any research to tame it. My dupe got burned .
@@GCFungus i kinda pseudo made it , here's what i did i just disconected 2/6 batteries automaton wire . (And started at 0 capacity) . The only problem that i have is that it will still equalize if they got full .. im asking the question is becausei thougth anybody knew it and asking for a blueprint (for an eficient way) but i quest not all knew it
As long as you put coal generator fuel threshold request to 5% ans have enough batteries the generator will run out of coal by the time every battery is full so you dont need smart batteries
Ok being honest as ive tried manual generators arent that bad and they can be the easiest way of getting energy even in large amounts with engies tune up
There is more actually to say about manual generators: dupes while running they earn skill points and will train machinery and athletics. I am always using manual generators to create a "gym room" for my dupes later on.
That's a good point - and I instead covered it in the tutorial bite for Exo-suits as I find the athletics to be an issue for new dupes in suits. It's usually not directly for power generation in itself.
@@GCFungus In my experience, most "Gym rooms" have the generators attached only to a single consumer per generator, or to one massive consumer and limited storage, or transformers have to get involved to make the gym room efficient in training athletics. But Mario's comment would be better added as "A side note to manual generators, it will build the duplicant's athletics skill" and 'nuff said.
@@Scott_Burton I always plug my manual generators to the main grid. They are my main source of power until pretty late in the game. I always have 10 to 15 dupes running at all time. I use hydrogen from my spoms as backup, but there is no way hydrogen alone would power my whole base. Now instead I have about 45 tons of hydrogen stockpiled into an infinite storage room.
When my dupes reach 20 base athletics, I block them from my gym room and I give them another job. Dupes with +20 athletics are much much productive, so combined with the power they produced why training up, it's
@@Tamizushiit's what?
@@mihneababanu4224 I have no idea lol. I only vaguely remember leaving that comment.
Power generator tuning is VERY valuable, especially on extreme diffuiculty draconian builds where every resource is important. Lead can be used for tuning. As the electrical engineers get better, the buff lasts longer and longer, and they get quicker at applying it.
I really like your tutorials because they are short, efficient and only show the viewer the most important information on that one topic. You don't come across "this is the only way it's done", but leave the viewer with new information and they still have to decide how to react, build their base and play the game. Wonderful - that's exactly how it should be done.
Thanks for the lovely feedback - that is exactly what I aim for so I'm glad that's how they come across!
I use engie's tune up to preserve resources in the mid game before I've got truly sustainable power. I've got one on the steam turbine and hydrogen generator burning for my aquatuners and spom, and I"ve got one on my coal generators so I don't have to go over 3 hatch ranches. It feels like something to upgrade your first powerplant to help you build your second one. I'm going to build an oil refiner and start ranching slicksters, but the engies tuneup is helping tide me over until I get that going. I also have SO MUCH lead from the oil biome, every time I go to lay a wire the 20k refined lead I've dug up so far is staring at me, so I don't mind using it for now. Once I get a dirty brick and slicksters going I'll move the coal generators and stop using tune up.
Though much of the things I find in your tutorial bites to be things I've come across elsewhere, it is so wonderful to be able to look to your tutorial bites and find "a little thing here, another thing there" that I either didn't know or had kind of forgotten. And when I'm facing a specific issue, there's usually a tutorial bite out there from you that can help me see what I'm missing.
Great information that was delivered in a clear and logical fashion, thank you.
So I tested some Builds with cool steam vents where I split the room and vent in 0.1 g of steam per sec in an own small chamber for one inlet, and the other 3 such up steam from the cool steam vent. This build is soo powerful and completely self-cooling. The energy for the aquatuner that bumps up a small dip of oil to 130 c for the 0.1g inlet to flow through is nearly not measurable, nor is the steam pump flicking on every 5000 secs for 1 sec
you got the bets oni videos out there man, ily
What about nuclear? might've been worth mentioning during the heat deletion segment.
That's a good point, and I should have included it in the steam turbine section, which is of course how nuclear reactors actually get their power onto the grid. I will cover nuclear reactors in a later tutorial bite though, so it won't be left out!
Have you seen Brothgar's video where he used shinebugs to power solar panels? Not sure if that's still viable but I thought it was funny and awesome.
I haven't seen that specifically but I am familiar with the concept. I will likely cover this when I get to shine bugs, and I believe it is still viable.
@@GCFungus I've done the shine bug reactor build. It does work, but it does take some patience to ranch up enough shine bugs to get maximum power out of it. On the plus side, it is crazy sustainable, as it will just keep giving power without any further input and runs non-stop. On the downside, it does not put out a lot of power, only about 1k. As a tip, I would recommend building it away from your main base in an area you do not need to look at very much. Putting it in your view will eat your computer's clock cycles when it tries to do all those shine bug animations at the same time.
Fantastic Tutorial nugget keep up the great Work GC see you in twitch
Smart battery is a must for all generators, except manual generator. It's a very common mistake.
I see one specific application without: when you use power generation for deletion.
For instance, my first surviving play has a spom where all hydrogen is torched to keep it from stalling.
These generators provide the constant baseline for the machine that run at all times.
When nothing else runs it's a slight waste, but 90+% is used.
I think plug slugs can eat refined metals now. I'm planning on turning a couple cobalt volcanoes on my map into my permanent power source.
Yes that changed in the fast friends update. I'm not entirely convinced it's super effective, but will go into more detail when I get to their Critter Tutorial Bite.
I ran a petrol genarator in a small environment for a few cycles and the co2pressire built up to 50 kg
Yes they generate a whole load of carbon dioxide and polluted water - ideally you want to put these in an industrial brick to manage the outputs, but if not then try venting the carbon dioxide to space.
@@GCFungus it’s been a few cycles. I put it into an infinite storage. The pressure is 115 kg last time I checked
@@GCFungus Carbon Dioxide has 2 great uses. I never vent it to space. I use it to fuel CO2 rockets because they are Fast and don't heat up the base. I use it the bring back resources from nearby planetoids. If you have lots of sand and water you can scrub all that excess CO2 you can produced a lot of polluted water to feed the hanging pepper plants for better quality food. You can also use it for slicksters, but the yields are not high.
@@idjles+1 on using CO2 for converting water to polluted water. Thimble reeds are thirsty.
I prefer manual gens till mid game to boost dupes athletics on a low priority
I would not say to use coal in early game. I see too many players cooking and smothering their bases, having a far harder time digging for oil, then becoming over-reliant and crashing their industry when it runs out, never mind being short for making steel.
Coal is best for mid to long term automated resource outposts, like oil pumps, wells, atmosuit docks, stuff like that. You can get a better use from it in the mid game than early, without the worst of the side effects.
Manual generators are highly underrated.
I think thst while it is possible to use coal too much, it's still a useful way to cover thr early game while you work on other sources. With a smart battery, coal supplies should last quite a while.
What are the downsides to this hydro generator? Wanting to go this kinda 70 cycle way since the coal generators generate a lot of heat.
The hydrogen generator actually has very little downsides, as it uses Hydrogen and makes no waste products. The only thing you have to manage is the relatively small amount of heat it produces (I would always advise including in an industrial brick of some description), and supplying the hydrogen. Electrolyzers produce so much Hydrogen though, that you will always have a source there to power them, and you can tap hydrogen vents too.
@@GCFungus Noted. Thanks
Hydrogen vents are really hot. The first i encountered one i was like yaay additional power source! Didn't do any research to tame it. My dupe got burned .
This may be an old vid .. but one question .. is there a way to make a battery overflow ?
As in a second set of batteries to fill up if the first is full? There's not an easy way to do that in game, and in general isn't that useful.
@@GCFungus i kinda pseudo made it , here's what i did i just disconected 2/6 batteries automaton wire . (And started at 0 capacity) . The only problem that i have is that it will still equalize if they got full .. im asking the question is becausei thougth anybody knew it and asking for a blueprint (for an eficient way) but i quest not all knew it
As long as you put coal generator fuel threshold request to 5% ans have enough batteries the generator will run out of coal by the time every battery is full so you dont need smart batteries
Ok being honest as ive tried manual generators arent that bad and they can be the easiest way of getting energy even in large amounts with engies tune up
Yeah definitely, they are very useful and low effort.
Nice 👍
I have thoughts about this video. See my tutorial bite on the matter.
Is it linked in the card though?
If they only release more enemies that deal more dmg instead of doing more debuffs. Bailu would be somewhat better
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