Difference between revisions of "Battery"

From RimWorld Wiki
Jump to navigation Jump to search
m (delete{{!}})
m (delete {{!}})
Line 20: Line 20:
 
A [[battery]] stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from [[wind turbine]]s not getting enough wind or from [[solar generator]]s not getting enough light, at night or during an [[Events#Eclipse|eclipse]].{{clr|left}}</includeonly>
 
A [[battery]] stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from [[wind turbine]]s not getting enough wind or from [[solar generator]]s not getting enough light, at night or during an [[Events#Eclipse|eclipse]].{{clr|left}}</includeonly>
 
'''Charging Features'''
 
'''Charging Features'''
 +
 +
 +
 +
  
  
Line 25: Line 29:
  
 
- A battery can only hold 1kWd (86.4MJ).
 
- A battery can only hold 1kWd (86.4MJ).
 +
 +
 +
 +
  
  
Line 30: Line 38:
  
 
- Only 50% of the energy directed to the battery will be stored.
 
- Only 50% of the energy directed to the battery will be stored.
 +
 +
 +
 +
  
  
Line 35: Line 47:
  
 
- If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.  
 
- If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.  
 +
 +
 +
 +
  
  
Line 40: Line 56:
  
 
- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
 
- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
 +
 +
 +
 +
 +
 +
 +
 +
  
  
Line 49: Line 73:
  
 
'''Moving and Storing'''
 
'''Moving and Storing'''
 +
 +
 +
 +
  
  
Line 54: Line 82:
  
 
- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.
 
- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.
 +
 +
 +
 +
  
  
Line 59: Line 91:
  
 
- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
 
- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
 +
 +
 +
 +
 +
 +
 +
 +
  
  
Line 68: Line 108:
  
 
'''Hazards'''
 
'''Hazards'''
 +
 +
 +
 +
  
  
Line 73: Line 117:
  
 
- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by its envelope notification, as the "Zzztt" event.
 
- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by its envelope notification, as the "Zzztt" event.
 +
 +
 +
 +
  
  
Line 78: Line 126:
  
 
- When a short circuit strikes, more stored power will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using [[Power switch]]es. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).
 
- When a short circuit strikes, more stored power will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using [[Power switch]]es. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).
 +
 +
 +
 +
  
  
Line 83: Line 135:
  
 
- A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.
 
- A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.
 +
 +
 +
 +
  
  
Line 88: Line 144:
  
 
- Batteries are highly likely to explode and catch fire when exposed to rain.
 
- Batteries are highly likely to explode and catch fire when exposed to rain.
 +
 +
 +
 +
  
  

Revision as of 01:51, 31 March 2017

Battery

Battery

Stores electricity when there is excess power and yields it when there is not. Warning - charged batteries tend to explode when heated or wet.

Base Stats

Type
BuildingsPower
Mass
20 kg
Beauty
-15
HP
100

Building

Size
1
Placeable
Y
"%" can not be assigned to a declared number type with value 50.
Efficiency
Expression error: Unrecognized punctuation character "%".%

A battery stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from wind turbines not getting enough wind or from solar generators not getting enough light, at night or during an eclipse. Charging Features





- A battery can only hold 1kWd (86.4MJ).





- Only 50% of the energy directed to the battery will be stored.





- If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.





- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.









Moving and Storing





- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.





- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.









Hazards





- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional short circuit, causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by its envelope notification, as the "Zzztt" event.





- When a short circuit strikes, more stored power will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using Power switches. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).





- A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.





- Batteries are highly likely to explode and catch fire when exposed to rain.





- Batteries can catch fire when exposed to too much heat.