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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.
  
=== Turrets and mechanoids ===
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== Turrets and mechanoids ==
 
Colonies that rely on turrets and mechanoids for their main combat power are most vulnerable to solar flares in the event of a raid. Turrets will not fire, while combat mechanoids may go out of control due to lack of throughput due to the Band node being disabled. Although the duration of the solar flare is not enough for them to go wild and become hostile, while it is going on the mechanoids will wander aimlessly around the settlement without the possibility of control. If the remaining bandwidth allows, you can disconnect from non-combat mechanoids to free up space for combat ones.
 
Colonies that rely on turrets and mechanoids for their main combat power are most vulnerable to solar flares in the event of a raid. Turrets will not fire, while combat mechanoids may go out of control due to lack of throughput due to the Band node being disabled. Although the duration of the solar flare is not enough for them to go wild and become hostile, while it is going on the mechanoids will wander aimlessly around the settlement without the possibility of control. If the remaining bandwidth allows, you can disconnect from non-combat mechanoids to free up space for combat ones.
  

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