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{{Infobox main|production
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{{infobox main|production|
| name = Biofuel refinery
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|name = Biofuel refinery
| image = Refinery.png
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|image = Refinery.png|Biofuel refinery
| imagesize = 198px
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|imagesize = 198px
| description = Refines biological matter like wood or plant matter into chemfuel.
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|description = Refines biological matter like wood or plant matter into chemfuel.
| type = Building
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|type = Production
| type2 = Production
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|type2 = Resources
| placeable = true
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|placeable = Yes
| path cost = 50
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|size = 2 ˣ 3
| passability = pass through only
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|hp = 200
| cover = 0.5
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|power = -170
| minifiable = false
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|flammability = 1.0
| size = 3 ˣ 2
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|cover = 0.5
| flammability = 1
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|work to make = 2000
| hp = 200
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|resource 1 = Steel
| power = -170
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|resource 1 amount = 200
| terrain affordance = heavy
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|resource 2 = Component
| research = Biofuel refining
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|resource 2 amount = 3
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|deconstruct yield = {{icon|metal|112}} + {{icon|component|2}}
 
| skill 1 = Construction
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| skill 1 level = 4
| work to make = 2000
 
| resource 1 = Steel
 
| resource 1 amount = 150
 
| resource 2 = Component
 
| resource 2 amount = 3
 
 
}}
 
}}
The '''biofuel refinery''' is a [[production]] [[building]] that produces [[chemfuel]] from [[wood]] or non-[[hay]] [[raw food]].  
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The '''biofuel refinery''' is a work table to produce [[chemfuel]] from [[wood]] or organic ingredients, it cannot be re-installed.
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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Constructing a biofuel refinery requires [[Research#Biofuel refining|Biofuel Refining]] to be researched, as well as {{icon|steel|200}} [[steel]] and {{icon|component|3}} [[component]]s.  It requires a construction skill of 4.
  
== Summary ==
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== Analysis ==
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=== Refinery Usage ===
 
While the refinery is selected, click "Bills" then "Add Bill" to add an order to produce [[chemfuel]]:
 
While the refinery is selected, click "Bills" then "Add Bill" to add an order to produce [[chemfuel]]:
* Make chemfuel from [[wood]]: Turns {{Icon Small|wood}} 70 wood logs, worth {{Icon Small|Silver||{{#expr: {{Q|Wood|Market Value Base}} * 70}} }} into {{Icon Small|chemfuel}} 35 chemfuel, worth {{Icon Small|Silver||{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}} }}. Takes {{Ticks|2000}} of work, scaling with the [[General Labor Speed]] of the crafter.
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*Make chemfuel from wood: Turns 70 wood logs into 35 chemfuel. Takes {{ticks|2000}} of work.
* Make chemfuel from [[raw food]]: Turns 3.5 nutrition worth of food ingredients into {{Icon Small|chemfuel}} 35 chemfuel, worth {{Icon Small|Silver||{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}} }}. Takes {{Ticks|2500}} of work, scaling with the [[General Labor Speed]] of the crafter.
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*Make chemfuel from organics: Turns 3.5 nutrition worth of food ingredients into 35 chemfuel, worth {{icon|Silver|{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}}}}. Takes {{ticks|2500}} of work.
** [[Hay]] or [[meal]]s are not accepted, though [[kibble]] made with hay will work. Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood.
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**Hay or meals not accepted, though [[kibble]] made with hay will work.
 
 
Food that colonists don't like, such as [[human meat]] and [[insect meat]], can be processed in a biofuel refinery at no consequence. Note that butchering a [[human]] at all comes with a mood penalty in the first place, unless disabled by a [[trait]] or [[ideoligion]] {{IdeologyIcon}}.
 
 
 
== Analysis ==
 
Biofuel refineries are one of the few ways to produce chemfuel. [[Boomalope]]s are better in both nutrition/chemfuel and work/chemfuel with any amount of Animals proficiency. However, you'll need to actually get boomalopes, and manage the explosive animal. [[Infinite chemreactor]]s are entirely free fuel, but it is exclusively a [[quest]] reward.  
 
  
Chemfuel is required in order to create items like [[molotov cocktail]]s and [[high-explosive shell]]s, and refuel items like [[pod launcher]]s and [[firefoam pop pack]]s. Meanwhile, [[chemfuel powered generator]]s are more efficient than [[wood-fired generator|wood generators]] in almost any scenario (see [[Wood-fired generator#Chemfuel_powered_generators|Comparison to chemfuel generators]]).
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=== Ingredients ===
 
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*Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood.
=== Fuel creation ===
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*Since [[chemfuel powered generator]]s use only 4 fuel per day, it is very easy to achieve [https://en.wikipedia.org/wiki/Perpetual_motion net power from a closed system]. (A farm can easily fuel its own Sunlamps and still provide a surplus of food)
As a rough order of which fuel takes the least work:
 
# [[Insect meat]] and [[human meat]] (if the butchering penalty can be ignored). An [[infestation]] can lead to a massive amount of food, for instance.
 
# Harvesting trees, if you have a lot of trees in the nearby area (such as in a [[biomes#Tropical rainforest|Tropical rainforest]]).  
 
# Growing plants - specifically [[corn]], if available.
 
# Actually sowing trees takes a lot of time - it is never worth it to use wood over raw food if you have to grow wood.
 
  
 
== Version history ==
 
== Version history ==
 
* Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients.
 
* Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients.
<gallery>
 
OldRefinery.png|The former Refinery texture
 
</gallery>
 
  
{{Nav|production|wide}}
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{{nav|production|wide}}
[[Category:Production]] [[Category:Resource Production]]
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[[Category:Production]]
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[[Category:Resources]]

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