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A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune. | A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune. | ||
− | It chiefly affects | + | It chiefly affects early-mid to late-game colonies that have electric appliances in them. Colonies extensively reliant on electricity, such as those using hydroponics farming or [[turret]]s, are especially affected. For colonies, relying on mechanoids as combat power, can become an end in case of raid. |
=== Crops === | === Crops === | ||
− | Plants in a shut down hydroponics system will die | + | Plants in a shut down hydroponics system will quickly die. Manually harvest them before they wither completely. |
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+ | Plants growing in a sheltered greenhouse with a sun lamp but not hydroponics won't grow during the power outage. If your colony is reliant on heaters and the temperature dips low enough they may die, but this can be prevented camp fires. | ||
=== Fueled alternatives === | === Fueled alternatives === | ||
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=== Freezers === | === Freezers === | ||
− | Another structure hit | + | Another structure hit a bit with flares, freezers will stop functioning completely, as opposed to heat waves in which a well-built freezer may still be able to retain sub-zero temperatures. However, maximum time of solar flare is not enough even for meat to rotten. |
Double-walling freezers help keep in the cold for slightly longer. | Double-walling freezers help keep in the cold for slightly longer. | ||
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=== Temperature control === | === Temperature control === | ||
If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke. | If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke. | ||
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== Toxic fallout == | == Toxic fallout == |