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− | {{ | + | {{Stub}}{{infobox main|building| |
| name = Wood-fired generator | | name = Wood-fired generator | ||
− | | image = fueledgenerator.png | + | | image = fueledgenerator.png|128px{{!}} Fueled generator |
| description = Produces power by consuming wood. Must be periodically loaded with wood fuel by hand. | | description = Produces power by consuming wood. Must be periodically loaded with wood fuel by hand. | ||
| type = Building | | type = Building | ||
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| resource 2 = Component | | resource 2 = Component | ||
| resource 2 amount = 2 | | resource 2 amount = 2 | ||
− | }} | + | }}{{Info|A '''wood-fired generator''' is a power source that runs by burning [[wood]] as fuel. Holds up to 75 wood max, and consumes it at a rate 22 per day for a constant supply of {{P|Power Consumption}}W for roughly 3 days and 9 hours before running out. It also produces a slight amount of heat and light while running as secondary effect and thus should not be placed in or adjacent to spaces you want to cool. }} |
− | A '''wood-fired generator''' is a power source that runs by burning [[wood]] as fuel, | ||
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
− | The wood-fired generator consumes {{ | + | The wood-fired generator consumes {{icon small|wood}} 22 [[wood]] per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 75 fuel at a time, for a maximum run time of 3.27 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a [[Work#Haul|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 {{P|Light Radius}} 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>{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}</sup>. | + | It outputs [[light]] in a 6 tile radius, with the nearest {{P|Light Radius}} 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>{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}</sup>. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.{{Check Tag|Confirmation needed}} |
== Analysis == | == Analysis == | ||
− | + | Though there's considerable labor cost for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, it's a big improvement from neolithic technology, and much more stable than wind power. | |
− | + | [[Campfire]]s and [[passive cooler]]s heat/cool exactly as much as their [[heater|electronic]] [[cooler|counterpart]]s, but use {{Icon small|wood}} 20 / 50 [[wood]] per day, respectively. A wood-fired generator costs {{icon small|wood}} 22 wood and gives 1000 W, able to power ''5'' heaters/coolers, or 1 one of them with 800 W to spare. Plus, the generator or and electric buildings can be turned off. | |
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− | + | ===Wind turbines=== | |
− | + | [[Wind turbine]]s are the other generator unlocked and usable from Electricity. They require no labor to maintain, assuming the [[floor]] is replaced to prevent tree growth. However, they require a large amount of space - difficult to defend, and impossible for certain colony layouts. Meanwhile, And, as its power is variable, you'd realistically need [[battery|batteries]] researched. Since you can turn off a wood generator, there's no restriction to having both wind and wood generators, keeping the latter in reserve until you need them. | |
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− | === | + | ===Chemfuel generators=== |
− | [[ | + | Assuming you have a [[biofuel refinery]], a [[chemfuel powered generator]] consumes 9 [[wood]] per day. Chemfuel costs {{ticks|270}} of work to refine for a day's worth of it. Getting 11 wood from harvesting wild [[Saguaro cactus|Saguaro cacti]] takes {{ticks|220}} of work for the same fuel. However, cacti are rare in the [[biome]]s they're found in, and every other tree is much worse ({{330}}+ of work). This also ignores the slow grow speed and ever-increasing travel distance. And actually growing the trees takes much more work, with [[cypress tree]]s taking {{ticks|880}} of work. |
− | + | Also, you can make chemfuel out of [[raw food]]; {{icon small|corn}} [[corn plant|corn]] or even {{icon small|rice}} [[rice plant|rice]] are faster to grow than trees, while [[insect meat]] can be extremely plentiful. | |
− | + | One flow is that [[Research#Biofuel refining|Biofuel Refining]] costs 700 points of research to acquire. However, [[boomalope]]s require no research to mantain. If you have them, chemfuel becomes even more efficient to gather, assuming they can graze for extened periods of time. | |
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== Version history == | == Version history == |