Difference between revisions of "Power"

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In RimWorld electric power is crucial to survival. Power is required by [[Power#Appliances|appliances]], which provide vital functions. The success of a colony relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.
+
'''Power''' is electrical energy that powers the operation of certain appliances, including workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially in late game. The success of a colony often relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.
 +
 
  
 
==Power generators==
 
==Power generators==
 
===Wind turbine===
 
===Wind turbine===
See also: [[Wind_turbine|Wind turbine]]
+
[[File:Wind Power.png|64px|left|link=Wind turbine]]{{#show: Wind turbine | ?note }}
  
[[File:Wind Power.png|64px|left]]Wind turbines are a cheap way of producing power. It works day and night. Compared to the solar generator which only works during the day.
 
  
The wind turbine requires an open area, clear of trees, buildings, roofs, and other taller constructions. However a solar panel can be constructed in front and behind without blocking the wind turbine
+
----
 
 
Output of the wind turbine is a directly related to current wind speed, therefore it varies as low as no output up to its maximum output. (see [[Environment#Weather|Weather]] for wind conditions)
 
{{Clr}}
 
  
----
 
  
 
===Solar generator===
 
===Solar generator===
See also: [[Solar_generator|Solar generator]]
+
[[File:SolarCollector.png|64px|left|link=Solar generator]]{{#show: Solar generator | ?note }}
  
[[File:SolarCollector.png|64px|left]]Solar panels are a cheap first way of producing power from the limitless energy of the Sun.
 
The drawback is that they don't work during the night or during eclipses, requiring [[Battery|batteries]] to power lights and turrets when there is no sunlight available.
 
{{Clr}}
 
  
 
----
 
----
 +
  
 
===Fueled generator===
 
===Fueled generator===
See also: [[Fueled_generator|Fueled generator]]
+
[[File:fueledgenerator.png|64px|left|link=Fueled generator]]{{#show: Fueled generator | ?note }}
  
[[File:fueledgenerator.png|64px|left]]Burn wood to generate power.
 
{{Clr}}
 
  
 
----
 
----
 +
  
 
===Geothermal generator===
 
===Geothermal generator===
See also: [[Geothermal_generator|Geothermal generator]]
+
[[File:GeothermalPlant.png|64px|left|link=Geothermal generator]]{{#show: Geothermal generator | ?note}}
  
[[File:GeothermalPlant.png|80px|left]]A Geothermal generator is a very good and reliable power source drawing its energy from the heat of the planet's core. It is the only power generator which needs research to be built.
 
It produces a lot of power all day round but it is more expensive to build than the other power generators and it has to be placed on geothermal geysers.
 
Those geysers are placed at random, sometimes not even occurring at all, and are usually positioned far from the initial landing zone.
 
<br />
 
This makes geothermal generators either a valuable asset far from the safety of the core base, or necessitates a base relocation to a zone harder to defend against [[raiders]].
 
  
 
----
 
----
 +
  
 
===Ship reactor===
 
===Ship reactor===
See also: [[Ship reactor]]
+
[[File:ShipReactor.png|64px|left|link=Ship reactor]] Although it is a ship part and and not listed in the Power menu, the [[ship reactor]] is perfectly usable as a power generator.  It provides 1000W, which is less than the maximum provided by any other power generator, though without their shortcomings or requirements; however, it is prohibitively expensive to build and use in most situations other than late-game. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be [[research]]ed before it can be built, but does not generate any heat nor require special venting.
[[File:ShipReactor.png|80px|left]] Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable as a power generator.  It provides 1000W, which is less than the maximum provided by any other power generator, but without their shortcomings or requirements. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be [[research]]ed before it can be built.
 
  
  
 
----
 
----
 +
  
 
===Power generator summary===
 
===Power generator summary===
 
{| {{STDT| sortable c_01}}
 
{| {{STDT| sortable c_01}}
! scope="col"|Type
+
! Type !! Cost !! Size !! Max Output<br>(Watts) !! Variable<br>Output !! Day !! Night !! Placement
! scope="col" style="text-align: center;"|Cost
+
|-
! scope="col" style="text-align: center;"|Size
+
| Solar || {{icon|metal|100}}<br />{{icon|component|3}} || 4x4 || 1700 || ✓ || ✓ || ✗ || In sunlight
! scope="col" style="text-align: right;"|Power output
+
|-
! scope="col" style="text-align:center;"|Day
+
| Wind Turbine || {{icon|metal|100}}<br />{{icon|component|2}} || 5x2 || 3000 || ✓ || ✓ || ✓ || In open ground
! scope="col" style="text-align:center;"|Night
 
! scope="col"|Placing
 
 
|-
 
|-
|Solar
+
|Fueled generator || {{icon|metal|100}}<br />{{icon|component|2}} || 2x2 || 1000 || || ✓ || ✓ || Anywhere
| style="text-align:right;"|100 [[Steel]]
 
| style="text-align: center;"|4x4
 
| style="text-align:right;"|1700 W
 
| style="text-align:center;"|✓
 
| style="text-align:center;"|
 
|In sunlight
 
 
|-
 
|-
|Wind Turbine
+
|Geothermal || {{icon|metal|400}}<br />{{icon|component|8}}  || 6x6 || 3600 || ✗ || ✓ || ✓ || On geysers
| style="text-align:right;"|100 [[Steel]]
 
| style="text-align: center;"|5x2
 
| style="text-align:right;"|Variable (3000W max during high winds)
 
| style="text-align:center;"|✓
 
| style="text-align:center;"|✓
 
|In open ground
 
 
|-
 
|-
|Geothermal
+
|Ship reactor || {{icon|metal|300}}<br />{{icon|plasteel|500}}<br />{{icon|uranium|150}}<br />{{icon|component|25}} || 5x5 || 1000 || ✗ || ✓ || ✓ || Outside<br />''(can roof over afterwards)''
| style="text-align:right;"|400 [[Steel]]
 
| style="text-align: center;"|6x6
 
| style="text-align:right;"|3600 W
 
| style="text-align:center;"|✓
 
| style="text-align:center;"|✓
 
|On geysers
 
 
|-
 
|-
|Ship reactor
 
| style="text-align:right;"|500 [[Steel]]<br>500 [[Plasteel]]
 
| style="text-align: center;"|5x5
 
| style="text-align:right;"|1000 W
 
| style="text-align:center;"|✓
 
| style="text-align:center;"|✓
 
|Outside
 
 
|}
 
|}
 +
  
 
==Power transfers==
 
==Power transfers==
 
===Power conduit===
 
===Power conduit===
See also: [[Power conduit]]
+
[[File:PowerConduit_MenuIcon.png|36px|left|link=Power conduit]]{{#show: Power conduit | ?note}}
 
 
A power conduit transmits power from generators or batteries to appliances.
 
<br />
 
It is a big cable that allows appliances to be powered up to 5 squares away from it.
 
<br />
 
A power conduit doesn't consume any power but takes some space on the floor, as most structures and buildings can't be built over it, except for solar generators, doors, walls and batteries.
 
 
 
NOTE: Power conduits inside walls may rarely fall prey to a random event that will destroy said conduit(s), and cause an electrical fire. It doesn't happen often, but you should create sufficient redundancies in your power grid so that if one conduit is destroyed, another one can supply power to your critical appliances (like auto-turrets).
 
  
----
 
  
 
===Power switch===
 
===Power switch===
See also: [[Power switch]]
+
[[File:PowerSwitch.png|32px|left|link=Power switch]]{{#show: Power_switch | ?note }}
[[File:PowerSwitch.png|32px|link=|left]]{{#show: Power_switch | ?note }}
 
  
  
 
==Power storage==
 
==Power storage==
 
===Batteries===
 
===Batteries===
See also: [[Battery]]
+
[[File:Battery.jpg|80px|left|link=Battery]] {{:Battery}}
 
 
[[File:Battery.jpg|left]]Batteries play a very important part in the power grid of your base as it allows you to use power coming from solar generator all night long and offers a way to store energy coming from geothermal generators closer to your main base.
 
A battery can only hold 10,000 KJ, but it won't deplete over time if no appliance is connected to it.
 
 
 
If a power generator's output exceeds appliances power consumption, excess power will be distributed evenly amongst all non-full connected batteries, charging all batteries at the same rate.
 
Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
 
  
  
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When connected to the power grid, it can take a few moments before an appliance turns on.
 
When connected to the power grid, it can take a few moments before an appliance turns on.
  
'''Appliances summary'''
+
 
 +
===Managing appliances===
 +
'''Reconnect''': Click to force an appliance to reconnect to a conduit line or power source.<br/>
 +
'''Designate toggle power''': Click to mark an appliance to be turned on (<span style="color:#20D720;font-weight:bold">&#10004;</span>) or off (<span style="color:red;font-weight:bold">X</span>) by a colonist set to [[Menus#Flick|flick]].
 +
 
 +
 
 +
{|class="wikitable" style="display:inline-block;float:left"
 +
|- align="center"
 +
| width=70px height=70px | [[File:Reconnect.png|70px|link=|alt=Reconnect]]
 +
|- align="center"
 +
| <div><small>Reconnect</small></div>
 +
|}
 +
{|class="wikitable" style="display:inline-block;float:left"
 +
|- align="center"
 +
| width=70px height=70px | [[File:Designate Power On.png|70px|link=|Toggle ON]]
 +
| width=70px height=70px | [[File:Designate Power Off.png|70px|link=|Toggle OFF]]
 +
|- align="center"
 +
| colspan="2"|<div><small>Designate toggle power</small></div>
 +
|}
 +
 
 +
 
 +
{{clr|both}}
 +
 
 +
 
 +
===Appliances summary===
 
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<!--{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
| style = "align-left;" |+Power transfers summary WHAT!
 
| style = "align-left;" |+Power transfers summary WHAT!
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{| {{STDT| sortable c_01 text-center |border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"}}
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 +
{| {{STDT| sortable c_01 |border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"}}
 
|-
 
|-
 
! Appliance
 
! Appliance
!Power consumption (W)
+
!Power<br />consumption (in Watts)
 +
|-
 +
| [[Autodoor]] || 50
 +
|-
 +
| [[Electric tailoring bench|Electric tailor bench]] || 120
 
|-
 
|-
| [[Autodoor]]
+
| [[Electric smithy]] || 210
| style="text-align:right;"|50
 
 
|-
 
|-
| [[Tailor's workbench]]
+
| [[Machining table]] || 350
| style="text-align:right;"|120
 
 
|-
 
|-
| [[Smithing bench]]
+
| [[Electric smelter]] || 700
| style="text-align:right;"|180
 
 
|-
 
|-
| [[Machining table]]
+
| [[Electric crematorium]] || 250
| style="text-align:right;"|350
 
 
|-
 
|-
| [[Electric smelter]]
+
| [[Nutrient paste dispenser]] || 200
| style="text-align:right;"|700
 
 
|-
 
|-
| [[Crematorium]]
+
| [[Standing lamp]] || 75
| style="text-align:right;"|250
 
 
|-
 
|-
| [[Nutrient paste dispenser]]
+
| [[Sun lamp]] || 2900 during day only
| style="text-align:right;"|200
 
 
|-
 
|-
| [[Standing lamp]]
+
| [[Hydroponics basin]] || 70
| style="text-align:right;"|150
 
 
|-
 
|-
| [[Sun lamp]]
+
| [[Comms console]] || 200
| style="text-align:right;"|1600
 
 
|-
 
|-
| [[Hydroponics basin]]
+
| [[Electric stove]] || 350
| style="text-align:right;"|70
 
 
|-
 
|-
| [[Comms console]]
+
| [[Heater]] || 175
| style="text-align:right;"|200
 
 
|-
 
|-
| [[Cook_stove|Cook stove]]
+
| [[Cooler]] || 200
| style="text-align:right;"|350
 
 
|-
 
|-
| [[Heater]]
+
| [[Improvised turret]] || 350
| style="text-align:right;"|100
 
 
|-
 
|-
| [[Cooler]]
+
| [[Joy#Tube_Television|Tube Television]] || 200
| style="text-align:right;"|200
 
 
|-
 
|-
| [[Improvised turret]]
+
| [[Joy#Flatscreen_Television|Flatscreen Television]] || 150
| style="text-align:right;"|350
 
 
|-
 
|-
| [[Joy#Television|Television]]
+
| [[Joy#Megascreen_Television|Megascreen Television]] || 220
| style="text-align:right;"|200
 
 
|}
 
|}
 +
  
 
{{nav|power|wide}}
 
{{nav|power|wide}}
 
[[Category:Main]]
 
[[Category:Main]]
 +
[[Category:Architect]]
 
[[Category:Power]]
 
[[Category:Power]]

Revision as of 04:51, 14 September 2017

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Template:Tocright Power is electrical energy that powers the operation of certain appliances, including workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially in late game. The success of a colony often relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.


Power generators

Wind turbine

Wind Power.png

Wind turbines generate a variable amount of power directly proportional to the wind speed.




Solar generator

SolarCollector.png




Fueled generator

Fueledgenerator.png




Geothermal generator

The geothermal generator is a power generator that can be built on top of a steam geyser to convert natural heat into electrical power, providing a constant 3,600W. Steam geysers are randomly generated per map, sometimes close to each other, others scattered towards the edges or center. Colonies are often seen built in their proximity from early days for future benefit.




Ship reactor

ShipReactor.png

Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable as a power generator. It provides 1000W, which is less than the maximum provided by any other power generator, though without their shortcomings or requirements; however, it is prohibitively expensive to build and use in most situations other than late-game. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be researched before it can be built, but does not generate any heat nor require special venting.




Power generator summary

Type Cost Size Max Output
(Watts)
Variable
Output
Day Night Placement
Solar Steel 100
Component 3
4x4 1700 In sunlight
Wind Turbine Steel 100
Component 2
5x2 3000 In open ground
Fueled generator Steel 100
Component 2
2x2 1000 Anywhere
Geothermal Steel 400
Component 8
6x6 3600 On geysers
Ship reactor Steel 300
Plasteel 500
Uranium 150
Component 25
5x5 1000 Outside
(can roof over afterwards)


Power transfers

Power conduit

PowerConduit MenuIcon.png

A power conduit transmits power from generators or batteries to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rocks and ores.


Power switch

PowerSwitch.png


Power storage

Batteries

Battery.jpg

Battery

Battery

Stores electricity for later use. Charged batteries explode when exposed to rain or fire.

Base Stats

Type
BuildingPower
"Expression error: Unexpected < operator." is not a number.
Market Value
Expression error: Unexpected < operator. Silver [Note]
Mass
20 kg
Beauty
-15
HP
100
Flammability
100%
Path Cost
50

Building

Size
1 × 2
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Blocks Wind
True
Terrain Affordance
Medium
Efficiency
50%

Creation

Required Research
Battery
Work To Make
800 ticks (13.33 secs)
Resources to make
Steel 70 + Component 2
Deconstruct yield
Steel 35 + Component 1
Destroy yield
Steel 17 - 18 + Component 0 - 1
Technical
thingCategories
BuildingsPower


</noinclude>

The battery is an electric device that stores power to use when needed.

Acquisition

Batteries can be be constructed with and Expression error: Unexpected < operator. after the Batteries research has completed.

Summary

Batteries connect directly to the wind turbine and the attached coolers, with no conduits. This power grid will only "Zzztt" if the batteries get rained on.

Batteries automatically charge and discharge when connected to other buildings. Each battery can store 600 Wd (Watt-days) of power at once. 1 Watt-day is equal to powering a 1 W appliance for 24 hours. However, batteries have a 50% efficiency, meaning they take in only half of a grid's excess power. For example, an excess of 200 W for 24 hours will only store 100 Wd. Power is evenly divided between all connected batteries. There is no limit or penalty for power output.

Each tile of battery will also transfer an infinite amount of power through it, as if it were a power conduit. Therefore, electric appliances like standing lamps can connect within 6 tiles of a battery. The battery can't connect in the same way; it requires an adjacent conduit, battery, or power generator to power. A wire will appear when a valid connection is made; you may need to use the Reconnect gizmo on the appliance for it to be powered.

Batteries lose 5 W of stored power per day, even if they aren't connected to anything or are uninstalled in their minified state. Batteries can't be turned off, but a power switch can disconnect them from other buildings.

Health

An installed battery will short-circuit (the Zzzt... event) if left in the rain or snow without a roof. In addition, each battery's storage contributes towards the random short-circuit event, which can happen so long as a power conduit is connected. However, a battery-only grid is immune to the random event.

Like other furniture, batteries are not subject to deterioration, but short-circuits from rain or snow cause damage. Their health does not impact power storage, discharge, or any other function. Temperature also has no effect past fire creation. However, they can explode when reaching a low enough health.

Analysis

Batteries are most useful when using wind turbines or solar panels, both which are highly variable power sources. Using a battery creates a 'cushion', making their power more reliable. For instance, a battery is required to use any sort of solar power at night or during an eclipse. Meanwhile, fueled generators are consistent - they'll burn their fuel at a constant rate, even if it would be wasted. While you could just turn the generator off, colonists need to walk to the generator. Using a battery can help save on both fuel and micromanagement.

Even in colonies that do not use wind or solar energy, batteries are useful to cover spikes in power usage, such as short-circuits, turret arrays, or electric smelters. A battery can cover arbitrarily high power needs, the size of the array only changes for how long that is possible. As an example, an array of 20 mini-turrets and 4 autocannon turrets draws 3200 W of power. Instead of building another geothermal generator, each battery will power this for more than 4 in-game hours.

Uninstalled batteries can be used whenever power needs to be transported. They can be used to power remote deep drills, or even put on a caravan. This allows for electric appliances like mini-turrets to be used far away from your base.

As there is no limit on charge or discharge rate and power is divided evenly between batteries, the minimum number of batteries should be used to achieve the required storage. For every 600Wd is routinely left unfilled that is an additional 5W spent, components consumed by breakdowns, and spent all for no benefit.

Power storage

Separating your batteries behind stone walls will help keep fire from spreading. As you'll rarely need to access a battery itself, stone doors can be safely used for "battery rooms". You may want to keep some additional batteries behind a power switch on a separate network, so they can be brought online in the case of a "Zzzt event". Alternatively, you can uninstall batteries and keep them in a warehouse. Either way, the discharge is negligible.

When powering an emergency array, the battery group should be isolated. There should be 1 power switch to the main power grid, which should be turned on or off when needed. This keeps your power safe from a short circuit. When powering a security array, you can place another, separate switch connected to your turrets, to easily power them on or off.

Unused electric work benches and powered appliances can be turned off to reduce total power usage, via the Designate toggle power order in the work bench menu. This requires a pawn to travel to the appliance and manually turn it off or on. A faster alternative to the Designate Toggle Power order is to build a single piece of power conduit unattached to any power source near the work bench. The Reconnect order from the work bench menu will instantly toggle power connection between the unpowered, solo conduit and your main power grid, saving power usage without requiring work or travel from your pawns.

Efficiency

When calculating power capacity, keep in mind that charge efficiency is only 50%; half of the excess energy is lost. This is particularly relevant when planning a sun lamp setup. The lamp draws 2900 W during the day, and 0 W during the night, for an average demand of 1595 W. However, an average power of 1595 W is not sufficient, and only enough to power the lamp for 6 hours. Simply adding more batteries will not change this; the problem is the lack of energy. In this scenario, adding another solar generator would be enough to power the lamp.

Version history

  • 0.0.245 - Charged batteries now explode while burning.

</noinclude>


Appliances

Appliances are structures or buildings that require power but don't transmit it. Most appliances don't require a direct power cable connection, they can be placed up to six squares away from a power cable or power source. When connected to the power grid, it can take a few moments before an appliance turns on.


Managing appliances

Reconnect: Click to force an appliance to reconnect to a conduit line or power source.
Designate toggle power: Click to mark an appliance to be turned on () or off (X) by a colonist set to flick.


Reconnect
Reconnect
Toggle ON Toggle OFF
Designate toggle power


Template:Clr


Appliances summary

Appliance Power
consumption (in Watts)
Autodoor 50
Electric tailor bench 120
Electric smithy 210
Machining table 350
Electric smelter 700
Electric crematorium 250
Nutrient paste dispenser 200
Standing lamp 75
Sun lamp 2900 during day only
Hydroponics basin 70
Comms console 200
Electric stove 350
Heater 175
Cooler 200
Improvised turret 350
Tube Television 200
Flatscreen Television 150
Megascreen Television 220