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The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The Electroharvester reduces the [[Containment|containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a whopping 25% when an electroharvester is attached. While this can be situationally useful, it also dramatically increases the risk of catastrophic failure.
 
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The Electroharvester reduces the [[Containment|containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a whopping 25% when an electroharvester is attached. While this can be situationally useful, it also dramatically increases the risk of catastrophic failure.
  
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.
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A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable compared to other entities{{Check Tag|others?|I know that this is the case for shamblers, but are there any other entities that do not regenerate health?}}.
 
 
Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength. It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly increase the Escape interval of an entity, which is influenced by movement of a pawn.
 
  
 
== Analysis ==
 
== Analysis ==
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Production rates of [[Twisted_meat|Twisted Meat]] from [[Fleshmass_nucleus|fleshmas nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.
 
Production rates of [[Twisted_meat|Twisted Meat]] from [[Fleshmass_nucleus|fleshmas nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.
  
== Version history ==
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== Version history ==  
* [[Anomaly DLC]] Release - Added
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* [[Anomaly DLC]] Release - Added.
  
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