Difference between revisions of "Chemfuel"

From RimWorld Wiki
Jump to navigation Jump to search
(→‎Trivia: renamed section to 'Version history')
 
(36 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Define|Crafted Resource
+
{{infobox main|resource|
| description             = Volatile liquid chemical compound. Used to fuel rockets and other machines.
+
| name = Chemfuel
| stack limit             = 150
+
| image = Chemfuel.png
| mass                   = 0.05
+
| description = A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon.
| market value base      = 4
+
| type = Crafted Resources
| max hit points base    = 50
+
| type2 =
| flammability base      = 1.0
+
| path cost =
| deterioration rate base = 1
+
| stack limit = 150
 +
| beauty =
 +
| flammability = 2.0
 +
| marketvalue = 2.3
 +
| mass base = 0.05
 +
| hp = 50
 +
| deterioration = 2
 +
| defName = Chemfuel
 +
| thingCategories = Manufactured
 +
| tradeTags =  
 +
| page verified for version = 1.3.3066
 
}}
 
}}
{{info|'''Chemfuel''' is a resource used to craft explosive weapons and [[mortar shell|ammunition]] as well as fuel the [[chemfuel powered generator]]s and [[pod launcher]]s. In spite of the description, it is in no way necessary for neither the construction nor fueling of your [[ship]].}}
+
{{info|'''Chemfuel''' is a resource used to craft explosive weapons and [[mortar shell|ammunition]] as well as fuel the [[chemfuel powered generator]]s and [[pod launcher]]s. If chemfuel catches fire, it will spark briefly before exploding in a fireball.
If chemfuel catches fire, it will spark briefly before exploding into flames. The higher the quantity of chemfuel in the stack, the larger the explosion. With a little creativity, careful placement of chemfuel stockpiles can be used as components in base [[defense]].
+
 
 +
In spite of the description, it is in no way necessary for neither the construction nor fueling of your [[ship]].}}
  
 
== Acquisition ==
 
== Acquisition ==
 +
There are several different ways to obtain chemfuel:
 +
 +
=== Biofuel refinery ===
 +
[[Biofuel refinery|Biofuel refineries]] can be worked by [[Work#Craft|crafters]] to turn organic matter into chemfuel via two bills:
 +
* 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.
 +
* 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.
 +
** [[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.
 +
 +
=== Boomalopes ===
 +
Chemfuel is produced when a [[Work#Handle|animal handler]] milks a tamed, adult [[boomalope]] of either gender. The base amount produced is {{icon small|chemfuel||{{Q|Boomalope|Milk Amount}}}} but the amount scales with [[Animal Gather Yield]] of the handler. Handlers will milk boomalopes when they are ready, producing chemfuel which will then be left on the ground. Boomalopes can be milked at a base frequence of once every {{#ifeq: 1|{{Q|Boomalope|Milking Interval Days}}|day|{{Q|Boomalope|Milking Interval Days}} days}}, however frequence is also affected by the [[saturation]] of the animal. Chemfuel production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.
 +
 +
Milking an animal takes {{Ticks|400}} of work, regardless of the amount of chemfuel produced, and only modified by the [[Animal Gather Speed]] of the handler.
 +
 +
=== Infinite chemreactors ===
 +
An [[infinite chemreactor]] generates {{Icon Small|Chemfuel||75}} chemfuel every {{Ticks/gametime|600000}} as long as it is powered by {{#expr:-{{Q|Infinite chemreactor|Power Consumption}}}}W. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile.
 +
 +
This process requires no work or input from any pawns.
 +
 +
=== Other ===
 +
It can also be purchased from [[trade]]rs.
 +
 +
== Summary ==
 +
Mostly used in crafting, however when damaged beyond 1/3rd of its health, it will spark and emit a hissing sound and will explode after between {{ticks|70}} and {{ticks|150}}, dealing 10 [[Damage Type#Flame|Flame]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single unit of chemfuel covering a 1.1 tile radius, and expanding this radius proportional to the square root of the stack size times 0.037 up to a maximum radius of {{#expr: 1.1+((149*0.037)^0.5) round 2}} tiles at a full stack of 150. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn.
 +
 +
The market value of chemfuel is not affected by its hit points, so [[deterioration|deteriorated]] or damaged chemfuel still [[trade|sells]] for its normal price.
 +
 +
== Usage ==
 +
Chemfuel is used to refuel the following:
 +
* [[Chemfuel generator]]s
 +
* [[Pod launcher]]s
 +
* [[Rocketswarm launcher]]s
 +
* [[Smokepop pack]]s
 +
* [[Firefoam pop pack]]s
 +
* [[Jump pack]]s {{RoyaltyIcon}}
 +
* [[Locust armor]] {{RoyaltyIcon}}
 +
* [[Phoenix armor]] {{RoyaltyIcon}}
 +
 +
It is also an ingredient in the following crafting recipes:
 +
{{Ingredient List}}
 +
 +
== Analysis ==
 +
Due to its volatile nature, it should be stored safely away from flammables and electric circuits, in small compartments which contain small stock so an explosion won't destroy your entire stock. This should not be stored with mortar shells. Be careful, as a pawn may decide to let out their stress by beating up a chemfuel container until it explodes. But with a little creativity, careful placement of chemfuel stockpiles can be used as components in base [[defense]].
  
* Chemfuel can be crafted by processing [[wood]] or organic material at a [[refinery]]
+
=== Methods of acquiring ===
* You can milk it from tamed [[boomalope]]s
+
[[Infinite chemreactor]]s are better than [[boomalope]]s, which are better than [[biofuel refinery|refining]] organics or wood.  
* Obtain it from powered [[Infinite chemreactor]]s.
 
  
== Storage ==
+
An infinite chemreactor is entirely free fuel, taking 0 work or items, only [[power]]. One chemreactor can fully load a [[chemfuel generator]], providing both 700 W of extra power and some fuel to spare. However, they are exclusively a [[quest]] reward. In addition, the production per day is somewhat slow. These factors inherently limit its viability as a colony's sole source of chemfuel.
  
Due to its volatile nature, it should be stored safely away from flammables and electric circuits, in small compartments which contain small stock so an explosion won't destroy your entire stock.
+
Boomalopes can graze on grass for free, and feeding them [[haygrass]] or [[corn]] still gives more chemfuel per nutrition than a refinery. So long as Animals skill > 4, milking a boomalope itself takes less work than a refinery. Of course, this comes at the usual explosive risk, and boomalopes may not always be available.
  
 +
Refineries are the most consistently available way of obtaining chemfuel, but require the most work. Even a wood-fueled biofuel refinery and [[chemfuel generator]] is both more wood- and work- efficient than a [[wood-fired generator]] - don't shy away from using one.
 +
* If you have to grow things yourself, growing [[corn]] is much less work (per chemfuel) than growing trees. You can also use [[insect meat]] / [[human meat]] / [[hay]]-created [[kibble]] in a refinery with no penalty.
 +
* If your [[biome]] has many trees, then harvesting wood can be a viable alternative to converting organics.
  
 
== Version history ==
 
== Version history ==
 +
* Beta 19 - Chemfuel can no longer be acquired by [[deep drill]]ing.
  
In earlier versions, Chemfuel could be acquired by using a [[Deep drill]]. This was removed in Beta 19.
+
[[Category:Crafted Resource]]

Latest revision as of 02:31, 9 November 2023

Chemfuel

Chemfuel

A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon.

Base Stats

Type
Crafted Resources
Market Value
2.3 Silver
Stack Limit
150
Mass
0.05 kg
HP
50
Deterioration Rate
2
Flammability
200%
Technical
defName
Chemfuel
thingCategories
Manufactured


Chemfuel is a resource used to craft explosive weapons and ammunition as well as fuel the chemfuel powered generators and pod launchers. If chemfuel catches fire, it will spark briefly before exploding in a fireball.

In spite of the description, it is in no way necessary for neither the construction nor fueling of your ship.

Acquisition[edit]

There are several different ways to obtain chemfuel:

Biofuel refinery[edit]

Biofuel refineries can be worked by crafters to turn organic matter into chemfuel via two bills:

  • Make chemfuel from wood: Turns Wood 70 wood logs, worth Silver 84 into Chemfuel 35 chemfuel, worth Silver 80.5. Takes 2,000 ticks (33.33 secs) of work, scaling with the General Labor Speed of the crafter.
  • Make chemfuel from raw food: Turns 3.5 nutrition worth of food ingredients into Chemfuel 35 chemfuel, worth Silver 80.5. Takes 2,500 ticks (41.67 secs) of work, scaling with the General Labor Speed of the crafter.
    • Hay or meals 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.

Boomalopes[edit]

Chemfuel is produced when a animal handler milks a tamed, adult boomalope of either gender. The base amount produced is Chemfuel 11 but the amount scales with Animal Gather Yield of the handler. Handlers will milk boomalopes when they are ready, producing chemfuel which will then be left on the ground. Boomalopes can be milked at a base frequence of once every day, however frequence is also affected by the saturation of the animal. Chemfuel production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.

Milking an animal takes 400 ticks (6.67 secs) of work, regardless of the amount of chemfuel produced, and only modified by the Animal Gather Speed of the handler.

Infinite chemreactors[edit]

An infinite chemreactor generates Chemfuel 75 chemfuel every 600,000 ticks (10 in-game days) as long as it is powered by 300W. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile.

This process requires no work or input from any pawns.

Other[edit]

It can also be purchased from traders.

Summary[edit]

Mostly used in crafting, however when damaged beyond 1/3rd of its health, it will spark and emit a hissing sound and will explode after between 70 ticks (1.17 secs) and 150 ticks (2.5 secs), dealing 10 Flame damage in a radius around itself. The radius depends on the quantity in the stack, with a single unit of chemfuel covering a 1.1 tile radius, and expanding this radius proportional to the square root of the stack size times 0.037 up to a maximum radius of 3.45 tiles at a full stack of 150. This explosion leaves Chemfuel puddles which will then ignite and burn.

The market value of chemfuel is not affected by its hit points, so deteriorated or damaged chemfuel still sells for its normal price.

Usage[edit]

Chemfuel is used to refuel the following:

It is also an ingredient in the following crafting recipes:

  • Product Ingredients Type [ExpandCollapse]
    Foam turret Foam turret Stuff 30 (Metallic) + Steel 70 + Component 3 + Chemfuel 140 Building - Security
    Rocketswarm launcher Rocketswarm launcher Plasteel 20 + Steel 200 + Component 2 + Chemfuel 180 Building - Security
    High-explosive shell High-explosive shell Steel 15 + Chemfuel 15 Crafted Resources - Mortar shell
    Incendiary shell Incendiary shell Steel 10 + Chemfuel 20 Crafted Resources - Mortar shell
    Tox shell Tox shell Steel 10 + Chemfuel 10 Crafted Resources - Mortar shell
    Frag grenades Frag grenades Steel 20 + Chemfuel 80 Equipment - Weapons
    Molotov cocktails Molotov cocktails Cloth 25 + Chemfuel 80 Equipment - Weapons
    Firefoam pop pack Firefoam pop pack Steel 20 + Component 1 + Chemfuel 30 Gear - Utility
    Smokepop pack Smokepop pack Steel 20 + Component 1 + Chemfuel 40 Gear - Utility
    Gas mask Gas mask Content added by the Biotech DLC Steel 20 + Chemfuel 20 Gear - Clothing
    Tox pack Tox pack Content added by the Biotech DLC Steel 10 + Component 1 + Chemfuel 35 Gear - Utility
    Locust armor Locust armor Content added by the Royalty DLC Plasteel 120 + Uranium 10 + Advanced component 3 + Component 3 + Chemfuel 100 Gear - Armor
    Phoenix armor Phoenix armor Content added by the Royalty DLC Plasteel 150 + Uranium 50 + Advanced component 6 + Steel 75 + Component 4 + Chemfuel 40 Gear - Armor
    Jump pack Jump pack Content added by the Royalty DLC Plasteel 30 + Component 3 + Chemfuel 100 Gear - Utility
  • Analysis[edit]

    Due to its volatile nature, it should be stored safely away from flammables and electric circuits, in small compartments which contain small stock so an explosion won't destroy your entire stock. This should not be stored with mortar shells. Be careful, as a pawn may decide to let out their stress by beating up a chemfuel container until it explodes. But with a little creativity, careful placement of chemfuel stockpiles can be used as components in base defense.

    Methods of acquiring[edit]

    Infinite chemreactors are better than boomalopes, which are better than refining organics or wood.

    An infinite chemreactor is entirely free fuel, taking 0 work or items, only power. One chemreactor can fully load a chemfuel generator, providing both 700 W of extra power and some fuel to spare. However, they are exclusively a quest reward. In addition, the production per day is somewhat slow. These factors inherently limit its viability as a colony's sole source of chemfuel.

    Boomalopes can graze on grass for free, and feeding them haygrass or corn still gives more chemfuel per nutrition than a refinery. So long as Animals skill > 4, milking a boomalope itself takes less work than a refinery. Of course, this comes at the usual explosive risk, and boomalopes may not always be available.

    Refineries are the most consistently available way of obtaining chemfuel, but require the most work. Even a wood-fueled biofuel refinery and chemfuel generator is both more wood- and work- efficient than a wood-fired generator - don't shy away from using one.

    • If you have to grow things yourself, growing corn is much less work (per chemfuel) than growing trees. You can also use insect meat / human meat / hay-created kibble in a refinery with no penalty.
    • If your biome has many trees, then harvesting wood can be a viable alternative to converting organics.

    Version history[edit]