Difference between revisions of "Battery"

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|beauty = -15
 
|beauty = -15
 
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A '''[[battery|battery]]''' stores up to 10,000 KJ when there is more '''[[power|power]]''' produced than used, and provides power from its storage to appliances if power generated is not enough.
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A '''[[battery|battery]]''' stores up to 1000 Watt-days when there is more '''[[power|power]]''' produced than used, and provides power from its storage to appliances if power generated is not enough.
  
 
==Uses==  
 
==Uses==  
  
Batteries can be used as emergency backups in case raiders destroy your power plant or power line. They could also be useful when the sun goes down or in the case of an '''[[events|eclipse]]''', with enough batteries, they can supply enough power to last through the night.
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Batteries are a staple of any colony's energy system. Their primary use is to cushion the highs and lows produced from wind and solar power, so that your base can stay online at all times. Batteries can be used in a pinch as emergency backups in case raiders destroy your power plant or main supply line, and a few batteries can be regularly used to supply power through the night for solar power. Many batteries can even keep a base running through an '''[[events|eclipse]]''', but this is generally not recommended as it is more useful to keep a stable energy supply through [[Wind turbine]]s and [[Geothermal generator]]s.
  
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Batteries are high voltage components and require a direct power line to the grid to function. When connected they will automatically charge up from the grid's excess energy, and automatically release energy when it is needed. Batteries charge at 50% efficiency and in addition have a peak charging rate that takes about a full day to charge from empty. A quick rule of thumb is if your maximum energy surplus is twice as large as your worst energy deficit then things are pretty good.
  
When connected to a power grid which produces more power than is consumed, the batteries will start charging up. Batteries charge at 50% efficiency, which means that only half of the available surplus energy counts towards charging them. Batteries need a connected power line to charge or power equipment.
 
  
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When raining, uncovered batteries with a charge have a high chance of catching fire and exploding. Nearby fire, or NPC's on fire will also cause explosions. Batteries can also malfunction if exposed to high temperatures so be sure to keep them cool during a heat wave.
  
Player built [[wall|walls]] and [[door|doors]] will connect the batteries to the grid if [[power conduit|power conduits]] are placed in the same space as a wall or door. [[power conduit|power conduits]] cannot be built through rock.
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Batteries can short circuit through an event, causing ''all'' of the stored energy to explode at a random point along your power grid. More energy will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using [[Power switch]]es. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).
 
 
 
 
When raining, uncovered batteries with a charge have a high chance of catching fire and exploding. Nearby fire, or NPC's on fire will also cause explosions.  
 
 
 
  
 
{{nav|power|wide}}
 
{{nav|power|wide}}
 
[[Category:Buildings]]
 
[[Category:Buildings]]
 
[[Category:Power]]
 
[[Category:Power]]

Revision as of 19:46, 20 January 2016

Battery

Battery

Used to store power.

Base Stats

Type
BuildingsPower
Beauty
-15
HP
100

Building

Size
1
Placeable
Y
"%" can not be assigned to a declared number type with value 50.
Efficiency
Expression error: Unrecognized punctuation character "%".%

A battery stores up to 1000 Watt-days when there is more power produced than used, and provides power from its storage to appliances if power generated is not enough.

Uses

Batteries are a staple of any colony's energy system. Their primary use is to cushion the highs and lows produced from wind and solar power, so that your base can stay online at all times. Batteries can be used in a pinch as emergency backups in case raiders destroy your power plant or main supply line, and a few batteries can be regularly used to supply power through the night for solar power. Many batteries can even keep a base running through an eclipse, but this is generally not recommended as it is more useful to keep a stable energy supply through Wind turbines and Geothermal generators.

Batteries are high voltage components and require a direct power line to the grid to function. When connected they will automatically charge up from the grid's excess energy, and automatically release energy when it is needed. Batteries charge at 50% efficiency and in addition have a peak charging rate that takes about a full day to charge from empty. A quick rule of thumb is if your maximum energy surplus is twice as large as your worst energy deficit then things are pretty good.


When raining, uncovered batteries with a charge have a high chance of catching fire and exploding. Nearby fire, or NPC's on fire will also cause explosions. Batteries can also malfunction if exposed to high temperatures so be sure to keep them cool during a heat wave.

Batteries can short circuit through an event, causing all of the stored energy to explode at a random point along your power grid. More energy will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using Power switches. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).