Difference between revisions of "Battery"

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<onlyinclude>{{infobox main/<translate><!--T:1-->
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{{infobox main|building|
en</translate>|building|
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|name = Battery
|name = <translate><!--T:2-->
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|image = Battery.jpg|Battery
Battery</translate>
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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.
|image = Battery.jpg|<translate><!--T:3-->
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|type = Buildings
Battery</translate>
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|type2 = Power
|info = <translate><!--T:4-->
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|placeable = Yes
Used to store power.</translate>
 
|type = Buildings{{!}}<translate><!--T:5-->
 
Buildings</translate>
 
|type2 = Power{{!}}<translate><!--T:6-->
 
Power</translate>
 
|placeable = y
 
 
|size = 1|2
 
|size = 1|2
 
|hp = 100
 
|hp = 100
 
|efficiency = 50%
 
|efficiency = 50%
 
|power =  
 
|power =  
|buy = {{icon|metal|50}}
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|buy = {{icon|metal|50}} {{icon|component|2}}
 
|sell = {{icon|metal|25}}
 
|sell = {{icon|metal|25}}
}}</onlyinclude><translate><!--T:7-->
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|beauty = -15
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.</translate>
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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]].}}<!--
 +
The above info is displayed here only, not transcluded on Power. The info below is all transcluded on Power.
 +
--><onlyinclude><includeonly>
 +
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>
  
<translate>==Uses== <!--T:8--></translate>
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'''Charging Features'''
<translate><!--T:9-->
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* Stores up to 1kWd of energy.
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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* Efficiency of 50% -- takes twice as much energy to charge than it can store.
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* Excess generated power is 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.
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* Small self-discharge of 5W.
  
<!--T:10-->
 
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.
 
  
<!--T:11-->
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'''Moving and Storing'''
Player built [[wall|walls]] and [[door|doors]] will connect the batteries to the grid, apart from the standard [[power conduit|power conduits]].
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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.
 +
* Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
  
<!--T:12-->
 
When raining, uncovered batteries have a high chance of catching fire and exploding. Nearby fire, or NPC's on fire will also cause explosions.
 
  
<!--T:13-->
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'''Hazards'''
If build in larger blocks, there is a good chance that a wall connected to batteries will explode. A block with 10 batteries got shortcuted on 3th day, build them in smaller blocks of 2 batteries.
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* Conduits can be faulty, and a battery can amplify the effect of a [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at the faulty power conduit. This event is well-known to players by its envelope notification, the "Zzztt" event.
</translate>
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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).
 +
* 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.
  
{{nav/<translate><!--T:14-->
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en</translate>|building}}
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</onlyinclude>
[[Category:<translate><!--T:15-->
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{{nav|power|wide}}
Buildings</translate>]]
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[[Category:Buildings]]
[[Category:<translate><!--T:16-->
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[[Category:Power]]
Power</translate>]]
 

Revision as of 21:35, 25 January 2018

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

  • Stores up to 1kWd of energy.
  • Efficiency of 50% -- takes twice as much energy to charge than it can store.
  • Excess generated power is 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.
  • Small self-discharge of 5W.


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

  • Conduits can be faulty, and a battery can amplify the effect of a short circuit, causing all of the stored energy to explode at the faulty power conduit. This event is well-known to players by its envelope notification, 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.