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{{infobox main|building|
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{{rewrite|reason=Format standardisation and comparison with other power items}}
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{{Infobox main|Ship|
 
| name = Ship reactor
 
| name = Ship reactor
 
| image = ShipReactor.png|Ship reactor
 
| image = ShipReactor.png|Ship reactor
 
| imagesize = 192px
 
| imagesize = 192px
 
| description = Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
 
| description = Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
| type = Building
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| type = Ship
| type2 = Ship
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| type2 =  
| placeable = true
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| placeable = Yes
| passability = impassable
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| rotatable = Yes
| blockswind = true
 
| cover = 1
 
| minifiable = false
 
 
| size = 6 ˣ 7
 
| size = 6 ˣ 7
| rotatable = True
 
| flammability = 0
 
 
| hp = 500
 
| hp = 500
| power = 1000
 
| terrain affordance = heavy
 
| research = Starship reactor
 
| skill 1 = Construction
 
| skill 1 level = 8
 
 
| work to make = 65000
 
| work to make = 65000
| work speed stat = Construction Speed
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| power = +1000
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 350
 
| resource 1 amount = 350
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| resource 4 = Advanced component
 
| resource 4 = Advanced component
 
| resource 4 amount = 8
 
| resource 4 amount = 8
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| skill 1 = Construction
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| skill 1 level = 8
 
}}
 
}}
A '''ship reactor''' is a [[ship]] part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the [[ship launch]] ending.
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A '''ship reactor''' is a [[ship]] part needed to take off. It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards.
 
 
== Acquisition ==
 
{{Acquisition}}
 
 
 
Ship reactors cannot be built under a [[roof]] (though a roof can be constructed afterwards).
 
 
 
== Summary ==
 
A ship reactor must be activated in order to launch a [[ship]]. The activation process takes 15 days, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated, or if the reactor is destroyed. There does not need to be a completed ship in order to start activation; you can start as soon as the reactor is built. Activation requires no colonist interaction, and can be done even if the reactor/ship is inaccessible.
 
 
 
Otherwise, a ship reactor will provide 1000 W of power at all times, regardless of activation.
 
 
 
== Analysis ==
 
{{For|dealing with the 15 day period of raids|Ship launch}}
 
It's best to activate a reactor before building the rest of the ship. Doing more construction will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]]. This also gives you more flexibility in defending the reactor, as you can surround it with walls, making it a non-target for most raiders. After the raids are done you can build the rest of the ship at your leisure.
 
  
===Power===
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The reactor may be powered on despite the rest of the ship not being built yet. This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]].
As a power source, its cost and size make it extremely inefficient, even when nearing the endgame.
 
*[[Geothermal generator]]s are cheaper ({{Required Resources|Geothermal generator}}) and provide {{Q|Geothermal generator|Power Consumption}} W of constant power. Geothermal vents are finite, but 1-2 generators can power an entire colony for large portions of the game.
 
*A [[chemfuel powered generator]] ({{Required Resources|Chemfuel powered generator}}) provides a constant {{Q|chemfuel powered generator|Power Consumption}} W for 4.5 [[chemfuel]] per day ({{Icon small|silver||{{#expr:{{Q|Chemfuel|Market Value Base}}*60*4.5}}}} market value per year), can be placed practically anywhere, and only occupies a 2x2 region.
 
*A [[battery]] plus two [[solar generator]]s ({{icon small|steel}} 270 [[steel]], {{Icon small|component}} 8 [[component]]s) can provide an estimated 1100 W all day (barring some [[event]]s) at roughly 15% the cost.
 
  
In the ''extreme'' endgame, where you have an infinite amount of resources from [[deep drill]]s or [[long-range mineral scanner]]s, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. Also, reactors will never have their components [[breakdown]].  
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It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.
  
If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link it to your main power supply.
 
  
==Version history ==
 
* ? - Recipe changed from {{Icon small|Steel||300}}, {{Icon small|Plasteel||500}}, {{Icon small|Uranium||150}}, {{Icon small|Component||25}} -> {{Icon small|Steel||500}}, {{Icon small|Plasteel||500}}, {{Icon small|Uranium||100}}, {{Icon small|Advanced component||20}}
 
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%. Recipe changed from {{Icon small|Steel||500}}, {{Icon small|Plasteel||500}}, {{Icon small|Uranium||100}}, {{Icon small|Advanced component||20}} -> {{Icon small|Steel||350}}, {{Icon small|Plasteel||280}}, {{Icon small|Uranium||70}}, {{Icon small|Advanced component||8}}
 
 
<noinclude>
 
<noinclude>
 
{{nav|ship|wide}}
 
{{nav|ship|wide}}
{{nav|power|wide}}
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[[Category:Buildings]]
 
[[Category:Ship]]
 
[[Category:Ship]]
 
</noinclude>
 
</noinclude>

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