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I'm a bit slow on the uptake and only a few days ago finally got the Beyond update to install on my home computer which isn't internet connected. Much to be admired about the update but if I was to voice one complaint - the implementation of the power requirements sucks all the fun out of base building!

I don't have a problem with the idea of needing to power your base but for a game that tries so hard to look good how come they decided ugly blue wires all over the place was the way to go? They look like faecium! The large base I built on top of a mesa that comprises of a small building on the surface and everything else underground is proving next to impossible to power without putting biofuel generators everywhere. Probably abandon/dismantle this base after all the effort I put into building it.

If the buildings we construct are modular then it seems to me all all walls, floors, ceilings and roofs should offer automatic electrical connectivity to batteries & generators on the one hand and all tech requiring electricity on the other. You should only have to build wires if you place your generators batteries away from the building.

And what's the story with the damn doors? That has got to be a bug and not intentional surely?
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BurnartOz: I'm a bit slow on the uptake and only a few days ago finally got the Beyond update to install on my home computer which isn't internet connected. Much to be admired about the update but if I was to voice one complaint - the implementation of the power requirements sucks all the fun out of base building!

I don't have a problem with the idea of needing to power your base but for a game that tries so hard to look good how come they decided ugly blue wires all over the place was the way to go? They look like faecium! The large base I built on top of a mesa that comprises of a small building on the surface and everything else underground is proving next to impossible to power without putting biofuel generators everywhere. Probably abandon/dismantle this base after all the effort I put into building it.

If the buildings we construct are modular then it seems to me all all walls, floors, ceilings and roofs should offer automatic electrical connectivity to batteries & generators on the one hand and all tech requiring electricity on the other. You should only have to build wires if you place your generators batteries away from the building.

And what's the story with the damn doors? That has got to be a bug and not intentional surely?
For power, if you can find a nearby energy hot spot then that's the best way to go. Next is a flock of solar cells and a battery bank. They're not too bad once they're installed.

Lots of folks wishing that the wires could be invisible unless one is in "wiring" mode in the build menu.

AFAIK, the regular doors are designed to be open when they're unpowered so that they're useable by players that haven't gotten the necessary blueprints. Holodoors don't have that restriction. You can "re-automate" regular doors with a proximity switch and an inverter; one switch works from both sides of the door.
Hide the wires when not in Z mode would definitely be a good thing.

Maybe I'm missing something with the doors but it seems you basically need to stick a solar cell, a battery, a blue wire and a switch at every door - it's just ugly clutter. The power solution for doors should be less intrusive. Think I'll make my freighter home base for the time being. Looking forward to the update that rectifies some of this stuff.
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BurnartOz: Hide the wires when not in Z mode would definitely be a good thing.

Maybe I'm missing something with the doors but it seems you basically need to stick a solar cell, a battery, a blue wire and a switch at every door - it's just ugly clutter. The power solution for doors should be less intrusive. Think I'll make my freighter home base for the time being. Looking forward to the update that rectifies some of this stuff.
Holo-door does not require any wiring. At least when using the standard buildings (wood, concrete and metal may require wiring). Uses some different resources that are only slightly harder to obtain.

I haven't had a reason to test this but there is a "new" automatic switch added (actually one that was in the Catalog but was missing from the blueprint menus). Not sure if this would eliminate some of the wiring or not.

My guess as to some of the reasoning for the door wiring is to include problem solving like some games do. One has to tinker around to solve how this works and what combinations are required.
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BurnartOz: Hide the wires when not in Z mode would definitely be a good thing.

Maybe I'm missing something with the doors but it seems you basically need to stick a solar cell, a battery, a blue wire and a switch at every door - it's just ugly clutter. The power solution for doors should be less intrusive. Think I'll make my freighter home base for the time being. Looking forward to the update that rectifies some of this stuff.
Using a Power Inverter and Proximity Switches does the trick of closing and opening the 'automatic' doors automatically upon approach -- if you have a power source connected, as you already mentioned. Looks ugly, is fiddly. Superfluous tediousness. I'm using Holodoors for now exclusively. If I even can be tempted to build more than a shack.

I really like the idea of having to power my base. But the current implementation oftentimes makes me wish, they had spend their time on other things entirely
Post edited September 03, 2019 by ksj8ak2
Yes, holodoors are the way to go at the moment I think as well. I don't understand why so called "automatic" doors have to be powered separately from the building itself. Why can't I add a door and just get a message telling me I need an appropriate switch in order to use it?
Post edited September 04, 2019 by BurnartOz