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==== Explosion ==== | ==== Explosion ==== | ||
− | If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a | + | If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a chance{{Check Tag|What chance?}} 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, and expanding this radius proportional to the square root of the fuel times 0.95 up to a maximum radius of {{#expr: 0+((30*0.95)^0.5) round 2}} tiles when fully fueled. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn. |
==Analysis== | ==Analysis== | ||
− | + | === Fuel and energy economy === | |
+ | A chemfuel powered generator consumes {{icon small|chemfuel}} 4.5 chemfuel per day, equal to {{icon small|wood}} 9 wood per day. A [[wood-fired generator]], which also produces 1000 Watts, uses {{icon small|wood}} 22 [[wood]] per day. The wood-fired generator needs to be refueled from full every 3.27 days, half as long as the chemfuel generator. | ||
− | + | The most direct comparison is the [[biofuel refinery]], which converts wood into chemfuel. In exchange for wood efficiency, using a refinery costs {{ticks|257}} of dumb work, plus hauling time. A refinery also costs 170 Watts of power to function. Finally, colonies have to go out of their way to research Biofuel Refining. Overall, if you have the research, then it's worth spending a little time creating chemfuel to save a lot of time gathering wood. | |
− | + | ==== Using boomalopes for fuel ==== | |
+ | A [[boomalope]] produces, at most, {{icon small|chemfuel}}{{#show:Boomalope|?Daily Milk Average#}} chemfuel per day. In theory, a boomalope can fuel ~{{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5 round 2}} generators (in practice, 2). In theory, a herd of 9 boomalope can fuel {{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5*9 round 1}} generators indefinitely, but difficult to obtain because milking is not an instant process. | ||
− | == | + | ==== Using the Infinite Chemreactor ==== |
− | + | The [[Infinite chemreactor]] is a world quest item that generates {{icon small|chemfuel}}75 chemfuel every ten days (effectively {{icon small|chemfuel}}7.5 chemfuel per day) at a cost of 300 watts. This is more than enough to power a single chemfuel powered generator, providing a net +700 watts of power, while leaving {{icon small|chemfuel}}30 chemfuel after a 10 day cycle (an average of {{icon small|chemfuel}}3 chemfuel excess per day). 3 infinite chemreactors are exactly enough to power 5 chemfuel generators (22.5{{icon small|chemfuel}}/day), providing an excess of 4,100 watts of power (5,000w -900w). | |
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− | + | Assuming a small buffer of chemfuel to start, this ''is'' easily attainable, because the supply side is reliable, and refueling can be done well in advance. | |
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− | + | ==== 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 ~{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05 round 2}} raw nutrition per day (growing rice, and assuming a perfect grow operation). This converts into | + | A single [[hydroponics basin]] can produce ~{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05 round 2}} raw nutrition per day (growing rice, and assuming a perfect grow operation). This converts into ~{{#expr:{{#vardefineecho:chemfuel_per_basin_per_day|{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05*10 }}}} round 1}} chemfuel per day at a [[biofuel refinery]]. Therefore, the produce from a single basin fuels about {{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05*10/4.5 round 1}} 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) per dedicated hydroponics basin. 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). |
− | With adequate batteries to handle the day-night cycle of [[Sun lamp|sun lamps]], {{#expr:{{#vardefineecho:generators_needed_for_hydroponic_setup|{{#expr:24*{{# | + | With adequate batteries to handle the day-night cycle of [[Sun lamp|sun lamps]], {{#expr:{{#vardefineecho:generators_needed_for_hydroponic_setup|{{#expr:(24*-{{#show:Hydroponics basin|?Power Consumption#}} + 0.5*-{{#show:Sun lamp|?Power Consumption#}})/{{#show:{{PAGENAME}}|?Power Consumption#}}}}}} round 1}} generators are needed to power a full hydroponics setup, which will require ~{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5 round 1}} chemfuel per day, or about {{#expr:{{#vardefineecho:chemfuel_dedicted_basins_needed|{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5/{{#var:chemfuel_per_basin_per_day}}}}}}round 1}} hydroponics basins dedicated to producing rice to turn into chemfuel. This means that with {{#expr:ceil({{#var:generators_needed_for_hydroponic_setup}})}} generators, you can grow plants in {{#expr:floor(24 - {{#var:chemfuel_dedicted_basins_needed}})}} of the 24 hydroponics basins for free, with an average of {{#expr:(ceil({{#var:generators_needed_for_hydroponic_setup}}) - {{#var:generators_needed_for_hydroponic_setup}})*{{#show:{{PAGENAME}}|?Power Consumption#}}}}W of power spare. Note that this assumes 100% harvest efficiency - as harvest efficiency decreases at higher difficulties, the number of basins that must be dedicated to chemfuel production will increase in direct proportion. |
Corn can also be grown to feed chemfuel generators, with {{#expr:4.5*2/{{#show:Corn plant|?Harvest Yield Per Day (100)}} round 1}} tiles of [[corn plant]] in 100% fertility soil needed for each generator. | Corn can also be grown to feed chemfuel generators, with {{#expr:4.5*2/{{#show:Corn plant|?Harvest Yield Per Day (100)}} round 1}} tiles of [[corn plant]] in 100% fertility soil needed for each generator. | ||
== Version history == | == Version history == | ||
− | * | + | * Beta 18 - Added. |
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | * [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | ||
{{nav|power|wide}} | {{nav|power|wide}} | ||
[[Category:Power]] | [[Category:Power]] |