Difference between revisions of "Breakdown"

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{{Stub|reason=Needs strategy regarding when to spend components on repairs, and what to repair first}}
 
 
{{About|buildings with broken components|psychological breakdowns|Mental break}}
 
{{About|buildings with broken components|psychological breakdowns|Mental break}}
  
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A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
 
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
  
=== Effects ===
+
A broken-down building will stop working, behaving as though it has been turned off. In addition, [[battery|batteries]] lose any energy they had previously stored.
Generally, a broken-down building will stop working, behaving as though it has been turned off. The following are special cases:
 
* [[Battery|Batteries]] will not contribute to grid capacity, and will lose any energy they had previously stored.
 
* [[Autodoor]]s will behave like regular [[door]]s.
 
  
 
=== Repairing ===
 
=== Repairing ===
 
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]
 
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's [[Repair Success Chance]]. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require [[advanced component]]s.
+
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. The job takes {{Ticks|1000}}, regardless of external factors like skill or [[global work speed]].
  
== Affected Buildings ==
+
A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.
 +
 
 +
Repairing will never require [[advanced component]]s.
 +
 
 +
==Analysis==
 +
You should always keep some spare [[component]]s in case some important building breaks down. This is overall a fairly rare occurance, but a [[cooler]] malfunctioning during a [[heat wave]] isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it.
 +
 
 +
In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items.
 +
 
 +
== Affected buildings ==
 
Below is an exhaustive list of all buildings that can break down:
 
Below is an exhaustive list of all buildings that can break down:
* {{Icon small|Orbital trade beacon}}[[Orbital trade beacon]]
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* [[Generator|Power generators]]:
* {{Icon small|Comms console}}[[Comms console]]
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** {{Icon Small|Wood-fired generator}} [[Wood-fired generator]]
* {{Icon small|Ground-penetrating scanner}}[[Ground-penetrating scanner]]
+
** {{Icon Small|Chemfuel powered generator}} [[Chemfuel powered generator]]
* {{Icon small|Long-range mineral scanner}}[[Long-range mineral scanner]]
+
** {{Icon Small|Wind turbine}} [[Wind turbine]]
* {{Icon small|Nutrient paste dispenser}}[[Nutrient paste dispenser]]
+
** {{Icon Small|Battery}} [[Battery]]
* {{Icon small|Battery}}[[Battery]]
+
** {{Icon Small|Solar generator}} [[Solar generator]]
* {{Icon small|Autodoor}}[[Autodoor]]
+
** {{Icon Small|Geothermal generator}} [[Geothermal generator]]
* {{Icon small|Ship landing beacon}}[[Ship landing beacon]]{{RoyaltyIcon}}
+
** {{Icon Small|Watermill generator}} [[Watermill generator]]
* {{Icon small|Psychic emanator}}[[Psychic emanator]]
+
** {{Icon Small|Bioferrite generator}} [[Bioferrite generator]]{{AnomalyIcon}}
* {{Icon small|Infinite chemreactor}}[[Infinite chemreactor]]
 
 
* [[Temperature]]:
 
* [[Temperature]]:
** {{Icon small|Heater}}[[Heater]]
+
** {{Icon Small|Heater}} [[Heater]]
** {{Icon small|Cooler}}[[Cooler]]
+
** {{Icon Small|Cooler}} [[Cooler]]
* [[Generator]]s:
+
* [[Production|Workbenches]]:
** {{Icon small|Wood-fired generator}}[[Wood-fired generator]]
+
** {{Icon Small|Electric tailor bench}} [[Electric tailor bench]]
** {{Icon small|Chemfuel powered generator}}[[Chemfuel powered generator]]
+
** {{Icon Small|Machining table}} [[Machining table]]
** {{Icon small|Wind turbine}}[[Wind turbine]]
+
** {{Icon Small|Electric stove}} [[Electric stove]]
** {{Icon small|Solar generator}}[[Solar generator]]
+
** {{Icon Small|Electric smelter}} [[Electric smelter]]
** {{Icon small|Geothermal generator}}[[Geothermal generator]]
+
** {{Icon Small|Biofuel refinery}} [[Biofuel refinery]]
** {{Icon small|Watermill generator}}[[Watermill generator]]
+
** {{Icon Small|Fabrication bench}} [[Fabrication bench]]
* Workbenches:
+
** {{Icon Small|Nutrient paste dispenser}} [[Nutrient paste dispenser]]
** {{Icon small|Electric tailor bench}}[[Electric tailor bench]]
 
** {{Icon small|Machining table}}[[Machining table]]
 
** {{Icon small|Electric stove}}[[Electric stove]]
 
** {{Icon small|Electric smelter}}[[Electric smelter]]
 
** {{Icon small|Biofuel refinery}}[[Biofuel refinery]]
 
** {{Icon small|Fabrication bench}}[[Fabrication bench]]
 
 
<!-- Not electric smithies -->
 
<!-- Not electric smithies -->
 
* [[Turret]]s:
 
* [[Turret]]s:
** {{Icon small|Mini-turret}}[[Mini-turret]]
+
** {{Icon Small|Mini-turret}} [[Mini-turret]]
** {{Icon small|Autocannon}}[[Autocannon]]
+
** {{Icon Small|Autocannon}} [[Autocannon]]
** {{Icon small|Uranium slug turret}}[[Uranium slug turret]]
+
** {{Icon Small|Uranium slug turret}} [[Uranium slug turret]]
** {{Icon small|Foam turret}}[[Foam turret]]
+
** {{Icon Small|Foam turret}} [[Foam turret]]
** {{Icon small|Rocketswarm launcher}}[[Rocketswarm launcher]]
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** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]]
 +
** {{Icon Small|Tactical turret}} [[Tactical turret]]{{Check Tag|Verify|The ThingDef includes CompProperties_Breakdownable. Pending test to see if they can actually break down.}}{{AnomalyIcon}}
 +
* [[Structure]]:
 +
** {{Icon Small|Autodoor}} [[Autodoor]]
 +
** {{Icon Small|Security door}} [[Security door]]{{AnomalyIcon}}
 +
* Special:
 +
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]
 +
** {{Icon Small|Infinite chemreactor}} [[Infinite chemreactor]]
 +
* [[Miscellaneous]]:
 +
** {{Icon Small|Orbital trade beacon}} [[Orbital trade beacon]]
 +
** {{Icon Small|Comms console}} [[Comms console]]
 +
** {{Icon Small|Ground-penetrating scanner}} [[Ground-penetrating scanner]]
 +
** {{Icon Small|Long-range mineral scanner}} [[Long-range mineral scanner]]
 +
** {{Icon Small|Ship landing beacon}} [[Ship landing beacon]]{{RoyaltyIcon}}
 +
* [[Anomaly]]{{AnomalyIcon}}
 +
** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]]
 +
** {{Icon Small|Proximity detector}} [[Proximity detector]]
 +
** {{Icon Small|Electroharvester}} [[Electroharvester]]
 +
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]
 +
** {{Icon small|Serum lab}} [[Serum lab]]
 +
** {{Icon small|Bioferrite harvester}} [[Bioferrite harvester]]
 +
 
 +
[[Category:Game mechanics]]

Latest revision as of 11:21, 12 April 2024

Summary[edit]

The icon used to show buildings in need of repair.

A breakdown occurs when the mechanical or electrical components of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an MTB of 13,680,000 ticks (3.8 years). Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.

A broken-down building will stop working, behaving as though it has been turned off. In addition, batteries lose any energy they had previously stored.

Repairing[edit]

A colonist replacing the broken components in a cooler.

When a building breaks down, a colonist with the Construction work type must replace the broken component with a new one, which is consumed in the process. The job takes 1,000 ticks (16.67 secs), regardless of external factors like skill or global work speed.

A successful repair depends on the colonist's Repair Success Chance. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.

Repairing will never require advanced components.

Analysis[edit]

You should always keep some spare components in case some important building breaks down. This is overall a fairly rare occurance, but a cooler malfunctioning during a heat wave isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it.

In the event of multiple breakdowns, first you should repair any power generators, then any essential temperature buildings, then batteries and other items.

Affected buildings[edit]

Below is an exhaustive list of all buildings that can break down: