Difference between revisions of "Battery"

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|name = Battery
 
|name = Battery
 
|image = Battery.jpg|Battery
 
|image = Battery.jpg|Battery
|description = Stores electricity when there is excess power and yields it when there is not. Warning - charged batteries tend to explode when heated or wet.
+
|description = Stores electricity for later use. Charged batteries explode when exposed to rain or fire.
|type = Buildings
+
|type = Building
 
|type2 = Power
 
|type2 = Power
|placeable = Yes
+
|placeable = true
|size = 1|2
+
|path cost = 50
 +
|passability = pass through only
 +
|blockswind = true
 +
|cover = 0.4
 +
|minifiable = true
 +
|size = 1 ˣ 2
 +
|mass base = 20
 +
|flammability = 1
 
|hp = 100
 
|hp = 100
|efficiency = 50%
+
|sell price multiplier = 0.7
|power =
 
|buy = {{icon|metal|70}} {{icon|component|2}}
 
|sell = {{icon|metal|52.5}} + {{icon|component|1.5}}
 
 
|beauty = -15
 
|beauty = -15
|mass base = 20
+
|efficiency = 0.5
|cover = 0.4
+
|terrain affordance = medium
}}<onlyinclude>
+
|research = battery
{{Info|The ''battery'' is an electric device that can store energy and provide power.  Energy is stored while there is a surplus on the connected electric grid; the charge capacity is 600 Wd (''watt days'').  Each battery provides an unlimited amount of power if there is a deficit, until discharged.  Charging power is unlimited as well, but happens at only 50% efficiency, ie. half the energy provided is lost.  Batteries self-discharge at a rate of 5 W, even while disconnected.  Batteries need to be operated under a roof, or they will frequently short circuit in rain or snowfall, causing an explosion.}}
+
|thingCategories = BuildingsPower
 
+
|work to make = 800
== Usage ==
+
|resource 1 = Steel
'''Batteries are built, moved and stored like other kinds of movable furniture.'''  They will keep their charge while stored ("minified") or disconnected, only discharging at the normal rate of 5 W (self-discharge).
+
|resource 1 amount = 70
 
+
|resource 2 = Component
With regards to power production, they behave like the other electric buildings in the game. All power consumers can connect to batteries in the same way as to other power sources: within a 5-tile radius, all consumers can directly connect to a battery (or array of batteries), without any power conduits in between.
+
|resource 2 amount = 2
 
+
}}</noinclude>
In order to charge a battery, it has to be directly connected to a power grid with excess power.  It is not possible to connect to batteries "through" power consumers (this is because consumers can not be connected to more than one power grid at the same time).
+
The '''battery''' is an electric device that stores power to use when needed.
  
Just like the other power producing buildings, a battery '''acts as a power conduit''' on the 2 tiles it covers.
+
== Acquisition ==
 +
Batteries can be be constructed with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} after the [[Research#Batteries|Batteries]] research has completed.
  
Installed batteries '''can not be switched off manually'''. As long as at least one consumer is connected, the battery will provide power during a deficit, and also be vulnerable to the short-circuit event.
+
==Summary==
 +
[[File:Zero_conduit_freezer.jpg|250px|thumb|left|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.
  
Installed batteries '''need to be kept dry'''. If outdoors, a roof has to be built over the tiles occupied by the battery. If a battery becomes wet (either due to rain or snowfall), there is a very high chance of a short circuit, causing and explosion and fire damage (possibly spreading to adjacent batteries and connected devices).
+
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 lamp]]s 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.
  
Damage to a battery does not change it other properties and does not lose charge (eg. a 1 hitpoint battery has the same capacity and wattage as a 100 hitpoint battery).
+
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.  
  
== Batteries as power supplies ==
+
===Health===
As a power supply, the battery behaves just like any other power source in the game (eg. generators or solar panels), but each battery will deliver an unlimited amount of power.  This means that any ''wattage'' can be delivered until the battery is completely discharged. It makes the battery not only convenient as buffers for wind turbines and solar panels, but also to cover arbitrary spikes in power usage, usually caused by turret arrays and other heavy power consumers that are only brought on-line sporadically.
+
An installed battery will short-circuit (the [[Events#Zzztt...|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.
  
The power output of a battery is theoretically unlimited.  Even a huge colony that demands, say, 30,000 W of power can be powered by a single battery (but only for about 1 in-game hour if the battery is fully charged).  Adding more batteries is only necessary to lengthen the time span.
+
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.
  
If more than one battery is on the same power grid, all batteries with remaining charge will share the power load evenly.
+
== Analysis ==
 +
Batteries are most useful when using [[wind turbine]]s or [[solar panel]]s, 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.
  
The maximum amount of charge provided is 600 Wd (''watt-days''). Discharge time only depends on the power that is drawn.  Eg. if exactly 595 W were drawn, a single battery would last exactly 1 in-game day (5 W of self-discharge have to be added)If only 295 W are drawn, it lasts for 2 days, etc.  The maximum power draw is unlimited, so it is – theoretically – possible to empty a full battery in 1 tick of game time (instantly).
+
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 smelter]]s. 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-turret]]s and 4 [[autocannon turret]]s draws 3200 W of powerInstead of building another [[geothermal generator]], each battery will power this for more than 4 in-game hours.
  
A disconnected battery will discharge at a rate of 5 W. This means that a fully charged battery can be stored for 120 days (1 in-game year) until depleted.
+
Uninstalled batteries can be used whenever power needs to be transported. They can be used to power remote [[deep drill]]s, or even put on a [[caravan]]. This allows for electric appliances like [[mini-turret]]s to be used far away from your base.
  
== Charging ==
+
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 [[breakdown]]s, and {{Required Resources}} spent all for no benefit.
A battery will automatically keep charging while it is connected to a power grid with excess power available.  Selecting the battery will show the current charge status in the information window.
 
  
The power used for charging is unlimited; charging batteries will always draw all available power, but never cause a power deficiency on the grid.
+
===Power storage===
 +
Separating your batteries behind stone [[wall]]s 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.
  
All batteries in a power grid will evenly share the excess power for charging, but can only use half of it (the charge efficiency is 50%). In other words, to fully charge an empty battery, 1200 Wd of energy have to be provided, as well as 5 W extra to cover the self-discharge.
+
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.  
  
As an example, connecting an empty battery to a power grid with exactly 1205 W of available power will charge it to full in exactly 1 in-game day. If more power was available, charging would complete more quickly.  5 W of charging power would keep the battery at exactly the present charge level, merely nullifying the self-discharge.
+
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.
  
In practice, the self-discharge can mostly be disregarded.
+
===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.
  
== Constructing, moving and storing ==
+
== Version history ==
Batteries behave exactly like other furniture items in the game: they have to be constructed on solid terrain, using the construction skill. It takes 14 work units to build, and can be done even at construction level 0.
+
* [[Version/0.0.245|0.0.245]] - Charged batteries now explode while burning.
  
After construction, they can be uninstalled like furniture, and then moved to storage, taken to a character's inventory or on a caravan.  Uninstalling and reinstalling does not cause additional charge loss, beyond the 5 W of self-discharge that always applies.
 
 
It is possible to take charged batteries on caravans as a power source for camps and newly founded colonies.
 
 
Batteries that are not installed can be stored in the open, also in rain or snowfall, as they can not short circuit.  Like other furniture, they are not subject to ''decay''.
 
 
== Hazards ==
 
'''Batteries are very likely to explode in rain  and snowfall'''.  This can be completely avoided by keeping installed batteries under a roof; keeping them indoors is not necessary.  The resulting explosion will not cause any discharge, but it will heavily damage the battery, and possibly surrounding structures as well, also causing a fire.
 
 
'''Batteries make the [[Events#Faulty Conduit Explosion|short circuit]] event ("Zztt...") more dangerous:''' all affected batteries will instantly discharge, causing an explosion in addition to the fire that is normally caused by the event.  The more batteries are connected, the larger the explosion.  ''Note that the event is unrelated to batteries'' – it can still happen if no batteries are connected, but will then only cause a small fire and no explosion.  Empty batteries will not affect the event.
 
 
Note that it is not the batteries that explode, but the area around the power-conduit that is affected.  This could be right next to a battery, but it is never the battery itself that causes the explosion.
 
 
While it is possible to lay the power conduits only under fireproof walls, this will not avoid the explosion damage, and any fires that might start as a result.
 
 
To mitigate the hazard from the ''short circuit'' event, batteries can be intermittently disconnected from the grid, and only brought online on demand.  Note that for this measure to be effective, ''not a single power conduit must be on the disconnected power grid''.  The short circuit event is related to the [[power conduit]]s – '''if no powered conduits are on a network, the event can not occur on this network'''.  So in order to effectively protect the batteries, a [[power switch]] must be placed ''directly adjacent'' to the battery array, with no other power conduits directly connecting to the batteries.  It is also possible to place the batteries adjacent to a power generator, and then decouple the generator with a switch – again, no power conduits can be behind the switch.
 
 
[[File:Zero_conduit_freezer.jpg|300px|thumb|right|The batteries in this setup connect directly to the wind turbine and the attached coolers, without any power conduits.  This completely avoids the random short circuit event ("Zztt...") in this power network.]]
 
 
It is also possible to completely avoid building any ''power conduits'' at all.  This is usually only practical for smaller, self-contained grids.  The batteries themselves, as well as other power generating buildings, have built-in power conduits that are not susceptible to short circuits.  If you can bridge any distances by these means alone, you can create a power grid that is completely safe.
 
 
If the above measures are impractical, [[firefoam popper]]s should be installed where an explosion would cause a lot of damage, such as a hydroponics facility or a storage area.
 
 
Battery performance is not affected by temperature, but like many other structures they are highly flammable and may catch fire if the surrounding temperature is very high.  Somewhat contrary to the in-game description, the battery is not more susceptible to heat than other, comparable flammable structures.  Even the most extreme heat waves will not make a battery explode or catch fire.  It is therefore not necessary to keep batteries climatized.
 
 
== Strategy ==
 
Batteries are useful in most colonies, even if the colony does not rely on unstable power sources like [[solar panel]]s and [[wind turbine]]s.
 
 
If only renewable energy is used, at least one battery is mandatory, because sufficient power supply can never be guaranteed.  Solar panels produce no power during the night and during an eclipse, and wind turbines are completely unreliable.  If the colony has no other backup power source, it is highly recommended to keep some additional batteries behind a [[power switch]] on a separate network (see ''Hazards'' above), so they can be brought online in the case of a ''short circuit'' event.
 
 
Alternatively, some batteries can also be stored in a warehouse, and then placed down anywhere on the power grid on demand.  This makes switches unnecessary.
 
 
Batteries can also be used to make fueled generators more economical.  These generators provide constant power, but they also burn their fuel at a constant rate – no matter how much power is actually used.  If you connect some batteries, you can catch at least half of the excess power, and then disable the generator until the batteries run dry.  This will safe 100% of the fuel for the time the generator is offline.  In the early game, saving fuel in this way can be very helpful.
 
 
The energy stored by even a single battery is very high.  600 Wd are enough to power, for example, three [[cooler]]s at full power draw for an entire day, with no other source of power available.  Therefore, building a lot of batteries ("just to be safe") is not necessary, or even harmful.  Unless you take complex and expensive measures to avoid the ''short circuit'' event, having too many batteries online is a liability.  Examine closely how much energy storage you need, and do not build more than that.
 
 
When you calculate the battery capacity that is necessary when using renewable energy, keep in mind that charge efficiency is only 50%.  That is, only half of any excess energy will be effectively usable.  This is particularly relevant when planning a greenhouse setup, of [[hydroponics basin]]s and a [[sun lamp]].  The ''sun lamp'' will draw 2900 W during the day, and 0 W during the night, for an average demand of 1450 W.  However, it is not sufficient to generate only 1450 W at all times, hoping that a 3-battery array will even out the difference in power draw.  This is because during the night, only half of the extra 1450 W will effectively charge the batteries, storing 8,700 Wh of energy (~360 Wd).  This will only be enough to power the sun-lamp for 6 hours during the day.  For the remaining 6 hours, the missing 1450 W will have to be provided by other means (usually a solar panel).  Simply adding more batteries will not change this.  Two batteries will provide enough buffering in this scenario.
 
 
The example setup, including 24 hydroponics basins, can be fully powered by one geothermal generator and a solar panel, connected to a single buffer battery.
 
 
Even in colonies that do not use wind or solar energy, batteries are useful to cover spikes in power usage, usually caused by turret arrays and devices like crematoriums, smelters and mineral scanners that are only brought online intermittently.  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 that would cover this, even a single charged battery can power this entire setup for more than 4 in-game hours.  An array of 5 batteries can power the defenses for an entire in-game day.  The battery array should be isolated with two power switches from the security grid and main power grid.  This makes it then also very easy to power the entire setup with a single switch, as well as keep the batteries safe from the ''short circuit'' event.
 
 
</onlyinclude>
 
 
{{nav|power|wide}}
 
{{nav|power|wide}}
[[Category:Buildings]]
 
 
[[Category:Power]]
 
[[Category:Power]]
 +
 +
</noinclude>

Latest revision as of 21:14, 2 May 2023

Battery

Battery

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

Base Stats

Type
BuildingPower
Market Value
200 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


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

Acquisition[edit]

Batteries can be be constructed with Steel 70 Steel, Component 2 Components and 800 ticks (13.33 secs) after the Batteries research has completed.

Summary[edit]

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[edit]

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[edit]

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 Steel 70 Steel, Component 2 Components spent all for no benefit.

Power storage[edit]

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[edit]

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[edit]

  • 0.0.245 - Charged batteries now explode while burning.