• Ideas for Additions to the upcoming electricity system
    0 replies, posted
Different tiers of generators. Early game can be a coal generator that can make use of the Coal item that was added in a christmas update and is found in stockings. Can possibly be mined in caves? Mid game can be the solar panel (already models for it on staging). Whilst not working at night but still provides free power it is a good mid tier thing Late game can make use of the windmill as it will always be turning and maybe it could turn more in rainy weather?? Weather is on the roadmap after all Other components Other than door closers and various switches I believe there should be a timer that you can offset to create self opening / closing doors to confused offline raiders. Another security addition could be the implementation of alarms and security lights. Alarms could be triggered when going past a laser wire - a great doorcamp alert system. Security lights would light up enemies in your territory at night and stop them sneaking around! It would also make your job much easier when approaching the base. They would be triggered by motion and have a wider radius than a miners hat but a light less powerful than a spotlight. Crafting Ive seen alot about batteries in the commits and I believe they should be a crafting component for most electrical things. This would allow them to hold small amounts of buffer energy after the power has gone out. I assume it is already in the works but a capacitor bank would be great too for storing energy when it isnt being produced (great for night time if you are using solar energy!) this of course would require a few batteries for the crafting recipe
Sorry, you need to Log In to post a reply to this thread.