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{{infobox main|building| | {{infobox main|building| | ||
− | | name = Chemfuel powered generator | + | | name = Chemfuel powered generator |
| image = Chemfuel_powered_generator.png|128px | | image = Chemfuel_powered_generator.png|128px | ||
− | | description = Produces power by consuming chemfuel. Must be periodically refueled by hand. | + | | description = Produces power by consuming chemfuel. Must be periodically refueled by hand. |
− | | type = | + | | type = Buildings |
| type2 = Power | | type2 = Power | ||
− | | placeable = | + | | placeable = Yes |
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| size = 2 ˣ 2 | | size = 2 ˣ 2 | ||
− | | | + | | hp =300 |
− | | | + | | efficiency = |
+ | | power = + 1000 | ||
+ | | flammability = 1.0 | ||
| beauty = -20 | | beauty = -20 | ||
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| research = Electricity | | research = Electricity | ||
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| work to make = 2500 | | work to make = 2500 | ||
| resource 1 = Steel | | resource 1 = Steel | ||
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| resource 2 = Component | | resource 2 = Component | ||
| resource 2 amount = 3 | | resource 2 amount = 3 | ||
− | }} | + | | skill 1 = Construction |
− | {{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}} | + | | skill 1 level = 6 |
+ | }}{{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}} | ||
− | == Acquisition == | + | ==Acquisition== |
− | Chemfuel powered generators can be constructed once | + | Chemfuel powered generators can be constructed once [[Research#Electricity|Electricity]] has been reduced. Each requires {{required Resources}}, and a [[Skills#Construction|Construction]] skill of 4. |
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==Summary== | ==Summary== | ||
− | The chemfuel powered generator consumes {{icon small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on | + | The chemfuel powered generator consumes {{icon small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a [[Menus#Work_types|hauler colonists]]. It can be switched off; in the off state it will neither consume fuel nor produce power. |
− | + | It outputs [[light]] in a 6 tile radius, with the nearest 3 tiles being above 50% light level and considered lit. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator. It heats at a rate of 6 heat per second<sup>{{hover title|Provides comparison with other heat sources but doesn't explain how much it actually heats|[Exact mechanic unclear]}}</sup>. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.<sup>[Confirmation needed]</sup>. | |
− | It outputs [[light]] in a 6 tile radius, with the nearest | ||
− | + | If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it hs a chance<sup>[What chance?]</sup> to explode. The generator will spark and emit a hissing sound shortly before exploding between {{ticks|70}} and {{ticks|150}} later. The explosion deals 10 [[Damage Type#Flame|Flame]] damage in a radius around itself that depends on the quantity of fuel in the generator. At 0 fuel, the explosion has a radius of 0 and only destroys the generator<sup>[Confirmation needed]</sup>, and each unit of fuel expanding this radius by ? tiles up to a maximum of ? tiles when fully fueled. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn. | |
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− | If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it | ||
==Analysis== | ==Analysis== | ||
− | + | === Fuel and energy economy === | |
− | + | A chemfuel powered generator holds 30 chemfuel, consuming '''4.5 chemfuel per day'''. A completely fueled-up generator will run for 6 days and 16 hours without refueling. For comparison, the [[wood-fired generator]] uses 22 wood per day. | |
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− | ==Fuel economy | ||
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− | + | ==== Using boomalopes for fuel ==== | |
+ | A [[boomalope]] produces at most 6 chemfuel per day. It is feasible to run 4 generators indefinitely from a herd of 3 boomalopes (one boomalope can fuel ~1.3 generators). In practice this is not entirely attainable, because milking the animals and refueling the generators will not be a seamless process. | ||
− | === Using | + | ==== Using the Infinite Chemreactor ==== |
− | + | The [[Infinite chemreactor]] is a world quest item that generates 75 chemfuel every ten days, or 7.5 chemfuel per day at a cost of 300 watts. This is enough to power a single generator, providing 700 watts of power, total, while leaving 3.5 chemfuel excess per day (35 chemfuel a 10 day cycle). 8 chemreactors are exactly enough to power 15 chemfuel generator, providing 12600 watts of power in total. | |
− | + | ==== Growing plants for fuel ==== | |
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− | === Growing plants for fuel === | ||
Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup. The (simplified) conversion chain is | Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup. The (simplified) conversion chain is | ||
− | + | ''Power'' (for greenhouse) → ''food'' (for refinery) → ''chemfuel'' (for generator) → ''power'' | |
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A lot of excess power is generated at the end of the chain. | A lot of excess power is generated at the end of the chain. | ||
− | A single [[hydroponics basin]] can produce ~ | + | A single [[hydroponics basin]] can produce ~0.7 raw nutrition per day (growing rice, and assuming a perfect grow operation). This converts into ~7 chemfuel per day at a [[biofuel refinery]]. Therefore, the produce from a single basin fuels about 1.5 chemfuel generators. This is not attainable in practice, but will serve as a guideline. Theoretically, a single hydroponics basin lit by a sun lamp (in a group of 24 basins) uses 130W of power on average, including the sun lamp (190W if you assume day-time power draw). This results in a theoretical net gain in energy of about 870W (810W during the day). However, the power draw of the refinery is not taken into account (it can be micro-managed if chemfuel is produced in batches, and will not play a big role in the overall economy). |
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+ | 4.6 generators are needed to power a full hydroponics setup, which will require ~21 chemfuel per day, or about 3 hydroponics basins. This means that with 5 generators you can grow plants in ~20 hydroponics basins for free, with about 400W of power to spare during the day (3,300W during the night). | ||
− | + | It is also possible to use ''boomalopes'' to convert the food into chemfuel, instead of refineries. This is only efficient if the food is fed to the animals as [[nutrient paste meal]]s. This will yield ~2.1 nutrition per day, per hydroponics basin, enough to feed 2 animals, producing 12 chemfuel per day, fueling ~2.6 generators. A herd of 4 animals will therefore comfortably fuel the entire setup, indefinitely, and a biofuel refinery will not be required. A full 22 hydroponics basins will be available to grow plants for free in the colony with such a setup. However, it will be necessary to micro-manage the food-production at the nutrient paste dispenser; purists will consider this an exploit of game mechanics. | |
− | + | Using batteries to catch the night-time excess power, the setup described will cover the food and energy needs of a medium-sized colony entirely (without having to resort to any other power sources). | |
− | == Version | + | ==Version History== |
− | * | + | * Beta 18 - Added. |
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{{nav|power|wide}} | {{nav|power|wide}} | ||
+ | [[Category:Buildings]] | ||
[[Category:Power]] | [[Category:Power]] |