Difference between revisions of "Ship reactor"

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{{rewrite|reason=Format standardisation and comparison with other power items}}
 
 
{{Infobox main|Ship|
 
{{Infobox main|Ship|
 
| name = Ship reactor
 
| name = Ship reactor
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| skill 1 level = 8
 
| skill 1 level = 8
 
}}
 
}}
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.
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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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==Acquisition==
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Ship reactors require {{Required Resources}} and a [[Skills#Construction|construction]] skill of 8.
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== Summary ==
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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.
  
 
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]].
 
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]].
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== Analysis ==
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{{stub|section=1|reason=More complete comparison with other power items needed}}
  
 
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.
 
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.

Revision as of 05:28, 24 August 2021

Ship reactor

Ship reactor

Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.

Base Stats

Type
Ship
Market Value
5440 Silver [Note]
HP
500
Rotatable
Yes

Building

Size
6 × 7
Placeable
Yes
Power
+1000 W

Creation

Skill Required
Construction 8
Work To Make
65,000 ticks (18.06 mins)
Resources to make
Steel 350 + Plasteel 280 + Uranium 70 + Advanced component 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.

Acquisition

Ship reactors require Steel 350 Steel, Plasteel 280 Plasteel, Uranium 70 Uranium, Advanced component 8 Advanced components and a construction skill of 8.

Summary

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.

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 strength of raids.

Analysis

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.