Difference between revisions of "Battery"

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(Depletion is only of connected batteries)
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<onlyinclude>{{infobox main|building|
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{{infobox main|building|
 
|name = Battery
 
|name = Battery
 
|image = Battery.jpg|Battery
 
|image = Battery.jpg|Battery
|info = Used to store power
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|description = Stores electricity when there is excess power and yields it when there is not. Warning - charged batteries tend to explode when heated or wet.
 
|type = Buildings
 
|type = Buildings
 
|type2 = Power
 
|type2 = Power
|placeable = y
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|placeable = Yes
 
|size = 1|2
 
|size = 1|2
 
|hp = 100
 
|hp = 100
 
|efficiency = 50%
 
|efficiency = 50%
 
|power =  
 
|power =  
|buy = {{mi|50}}
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|buy = {{icon|metal|50}} {{icon|component|2}}
|sell = {{mi|25}}
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|sell = {{icon|metal|25}}
}}</onlyinclude>A [[battery]] stores up to 10,000 KJ when there is more [[power]] produced than used, and provides power from its storage to appliances if power generated is not enough.
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|beauty = -15
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|mass base = 20
 +
|cover = 0.4
 +
}}
 +
{{Info|A [[battery]] stores electricity, up to 1000 Wd (Watt-days), when there is surplus [[power]], and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from [[wind turbine]]s not getting enough wind or from [[solar generator]]s not getting enough light, at night or during an [[Events#Eclipse|eclipse]].}}<!--
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The above info is displayed here only, not transcluded on Power. The info below is all transcluded on Power.
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--><onlyinclude><includeonly>
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A [[battery]] stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from [[wind turbine]]s not getting enough wind or from [[solar generator]]s not getting enough light, at night or during an [[Events#Eclipse|eclipse]].{{clr|left}}</includeonly>
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'''Charging Features'''
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* A battery can only hold 1kWd (86.4MJ).
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* Only 50% of the energy directed to the battery will be stored.
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* If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full, connected batteries, charging all batteries at the same rate.
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* If power consumption exceeds power generation, all non-empty, connected batteries will deplete at the same rate to fill the power gap.
  
==Types==
 
There is currently(build 254) 1 type of battery.
 
  
==Uses==
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'''Moving and Storing'''
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 [[eclipse]], with enough batteries, they can supply enough power to last through the night.
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* A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.
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* Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
  
When connected to a power grid which produces more power than is consumed, the batteries will start charging up.
 
Batteries need a connected power line to charge or power equipment.
 
  
Player built [[wall]]s and [[door]]s will connect the batteries to the grid, apart from the standard [[power conduit]]s.
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'''Hazards'''
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* A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by its envelope notification, as the "Zzztt" event.
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* When a short circuit strikes, more stored power 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).
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* A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.
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* Batteries are highly likely to explode and catch fire when exposed to rain.
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* Batteries can catch fire when exposed to too much heat.
  
When raining, uncovered batteries have a high chance of catching fire and exploding.  Nearby fire, or NPC's on fire will also cause explosions.
 
  
{{nav buildings}}
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</onlyinclude>
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{{nav|power|wide}}
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[[Category:Buildings]]
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[[Category:Power]]

Revision as of 21:41, 21 November 2017

Battery

Battery

Stores electricity when there is excess power and yields it when there is not. Warning - charged batteries tend to explode when heated or wet.

Base Stats

Type
BuildingsPower
Mass
20 kg
Beauty
-15
HP
100

Building

Size
1
Placeable
Yes
Cover Effectiveness
40%
"%" can not be assigned to a declared number type with value 50.
Efficiency
Expression error: Unrecognized punctuation character "%".%

A battery stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from wind turbines not getting enough wind or from solar generators not getting enough light, at night or during an eclipse. Charging Features

  • A battery can only hold 1kWd (86.4MJ).
  • Only 50% of the energy directed to the battery will be stored.
  • If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full, connected batteries, charging all batteries at the same rate.
  • If power consumption exceeds power generation, all non-empty, connected batteries will deplete at the same rate to fill the power gap.


Moving and Storing

  • A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.
  • Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.


Hazards

  • A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional short circuit, causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by its envelope notification, as the "Zzztt" event.
  • When a short circuit strikes, more stored power 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).
  • A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.
  • Batteries are highly likely to explode and catch fire when exposed to rain.
  • Batteries can catch fire when exposed to too much heat.