![]() That said, you can do some wild things if you either just disable short circuits in the scenario editor, or if you have contingency plans in place to prepare for them like stone tiles around the wires to prevent the spread of the fire, or firefoam poppers. The labor cost would be fairly low once it's all up and running, and it would more than pay for itself since the Hydroponics are good enough to more than grow enough for Chemfuel and then some. For example, use the Geothermal Generator to fuel a Sun Lamp and Hydroponics, and then use those hydroponics to fuel a few Chemfuel Generators. If you wanted something with less short circuiting, you could instead just build near the one closest Geothermal Generator, and then supplement it with other power sources. While batteries can be used as conduits and will not short circuit unless rained on if there's no actual conduits, this is not advisable over a wide area for obvious reasons, and enemies will target batteries if no other pressing target is available. to charge overnight to be consumed by sunlamps during the day, or to keep a part of your base running if the conduits from another power source are destroyed in an explosion) the explosion is worse. That said, conduits can short circuit and start a fire (The Bzzzt event) and if you have any attached batteries (Say. While exceptions exist (Sappers, Drop Pod Assaults, etc) you can funnel most threats away from your generators and into your defenses. If you, for example, create a larger outer wall with one direct route in, raiders will largely take that direct route. Just be sure to leave a door so your colonists can replace missing components when it breaks down! The power lines may occasionally need to be repaired or replaced as the casualties of a firefight, but they will not be directly targeted. Raiders tend to focus on your bedrooms and stockpiles, so walling in the geysers will normally keep them relatively safe. I make no claims to be the supreme expert, but as a general rule of thumb: ![]()
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