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{{infobox main|building| | {{infobox main|building| | ||
− | | name = Chemfuel powered generator | + | |name = Chemfuel powered generator |
− | | image = Chemfuel_powered_generator.png|128px | + | |image = Chemfuel_powered_generator.png|128px |
− | | description = Produces power by consuming chemfuel. Must be periodically refueled by hand. | + | |description = Produces power by consuming chemfuel. Must be periodically refueled by hand. |
− | | type = Building | + | |type = Building |
− | | type2 = Power | + | |type2 = Power |
− | | placeable = true | + | |placeable = true |
− | | path cost = 50 | + | |path cost = 50 |
− | | passability = pass through only | + | |passability = pass through only |
− | | blockswind = true | + | |blockswind = true |
− | | cover = 1 | + | |cover = 1 |
− | | minifiable = false | + | |minifiable = false |
− | | size = 2 ˣ 2 | + | |size = 2 ˣ 2 |
− | | flammability = 1 | + | |flammability = 1 |
− | | hp = 300 | + | |hp = 300 |
− | | beauty = -20 | + | |beauty = -20 |
− | | power = 1000 | + | |power = 1000 |
− | | glowradius = 6 | + | |glowradius = 6 |
− | | glowcolor = (80, 112, 180) | + | |glowcolor = (80, 112, 180) |
− | | heatpersecond = 6 | + | |heatpersecond = 6 |
− | | terrain affordance = medium | + | |terrain affordance = medium |
− | | research = Electricity | + | |research = Electricity |
− | | skill 1 = Construction | + | |skill 1 = Construction |
− | | skill 1 level = 6 | + | |skill 1 level = 6 |
− | | work to make = 2500 | + | |work to make = 2500 |
− | | resource 1 = Steel | + | |resource 1 = Steel |
− | | resource 1 amount = 100 | + | |resource 1 amount = 100 |
− | | resource 2 = Component | + | |resource 2 = Component |
− | | resource 2 amount = 3 | + | |resource 2 amount = 3 |
}} | }} | ||
{{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}} | {{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}} | ||
== Acquisition == | == Acquisition == | ||
− | Chemfuel powered generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] | + | Chemfuel powered generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] of {{P|Skill 1 Level}}. |
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==Summary== | ==Summary== | ||
− | The chemfuel powered generator consumes {{icon small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a [[ | + | The chemfuel powered generator consumes {{icon small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a [[Menus#Work_types|hauler colonists]]. It can be switched off; in the off state it will neither consume fuel nor produce power. |
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− | It heats at a rate of 6 heat per second{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.{{Check Tag|Confirmation needed}}. | + | It outputs [[light]] in a 6 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator. It heats at a rate of 6 heat per second{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.{{Check Tag|Confirmation needed}}. |
− | + | 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. | |
− | If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a | ||
==Analysis== | ==Analysis== | ||
− | + | === Fuel and energy economy === | |
− | + | A chemfuel powered generator holds 30 chemfuel, consuming {{icon small|chemfuel}} 4.5 chemfuel per day A completely fueled-up generator will run for 6 days and 16 hours without refueling. | |
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− | ==Fuel economy | ||
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− | + | For comparison, a [[wood-fired generator]], which produces the same wattage, uses {{icon small|wood}} 22 [[wood]] per day, while it only takes 9 wood to create a day's worth of chemfuel (4.5). However, it also adds another step to create that chemfuel, slightly increasing the amount of dumb labor required per day on top of collecting wood by {{ticks|257}}, and requires the creation and powering of a [[biofuel refinery]] (-170 Watts, 17% of the output, equivalent to approximately another 1.5 wood-worth of chemfuel). | |
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− | + | The bottom line is that it cuts wood consumption by about half vs. wood-fired generators, which is worth a little extra labor to most colonies. | |
− | === Using | + | ==== Using boomalopes for fuel ==== |
− | + | A [[boomalope]] produces at most {{icon small|chemfuel}}{{#show:Boomalope|?Daily Milk Average#}} chemfuel per day. In theory that's enough to run {{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5*9 round 1}} generators indefinitely from a herd of 9 boomalopes (one boomalope can fuel ~{{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5 round 2}} generators). In practice this is not entirely attainable, because milking the animals and refueling the generators will not be an instantaneous, perfect 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 enough to power a single [[Chemfuel powered generator|chemfuel generator]], providing a net +700 watts of power, while leaving {{icon small|chemfuel}}35 chemfuel after a 10 day cycle (an average of {{icon small|chemfuel}}3.5 chemfuel excess per day). 8 infinite chemreactors are exactly enough to power 15 chemfuel generators, providing 12,600 watts of power in total. | ||
− | === Growing plants for fuel === | + | ==== 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 | + | ==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. | ||
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{{nav|power|wide}} | {{nav|power|wide}} | ||
+ | [[Category:Buildings]] | ||
[[Category:Power]] | [[Category:Power]] |