Difference between revisions of "Power"

From RimWorld Wiki
Jump to navigation Jump to search
m
(→‎Power generators: added Output per tile collum to power generator table to allow quicker identification of space efficency for power)
(32 intermediate revisions by 6 users not shown)
Line 7: Line 7:
 
<!-- End of Nav -->
 
<!-- End of Nav -->
 
</noinclude>
 
</noinclude>
{{Rewrite|reason=Cleanup, standardisation}}
 
 
{{TOCright}}
 
{{TOCright}}
'''Power''' is electrical energy that powers the operation of certain appliances, including workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially in late game. The success of a colony often relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.
+
'''Power''' is a representation of [[Research#Electricity|electricity]], required to power a wide variety of appliances and buildings.
== Power generators ==
 
=== Chemfuel powered generator ===
 
[[File:Chemfuel_powered_generator.png|64px|left|link=Chemfuel powered generator]]{{#show: Chemfuel powered generator |?note}}
 
{{clear|left}}
 
  
=== Wood-fired generator ===
+
==Summary==
[[File:fueledgenerator.png|64px|left|link=Wood-fired generator]] The [[wood-fired generator]] is identical to the chemfuel generator, except that it is fueled by wood and is slightly cheaper to construct. Requires no research for New Arrivals. Unlocked by researching [[Research#Electricity|Electricity]] for Tribal starts.
+
Power is measured in the form of '''Watts (W)'''. Power generators create watts, and appliances will consume a certain amount of watts to function. Most appliances will use power even when not actively being used - they must be manually switched off. Power only exists within a power grid and requires something to transport it. Any power that isn't used or stored is wasted.
{{clear|left}}
 
  
=== Geothermal generator ===
+
Power is stored in the form of '''Watt-days (Wd)''', where 1 Watt-day can power a 1 W appliance for 24 hours. Each [[battery]] can store up to 600 Wd, but only store at 50% efficiency. This means that, for the purposes of ''storing'', 1 W for 24 hours would only give 0.5 Wd inside a battery.
[[File:GeothermalPlant.png|64px|left|link=Geothermal generator]]{{#show: Geothermal generator | ?note}}  Requires researching [[Research#Geothermal power|Geothermal power]]
 
{{clear|left}}
 
  
=== Solar generator ===
+
Power travels through [[power conduit]]s and [[power switch]]es, though batteries and anything that generates power can also transport it. Buildings can be "plugged in" from up to 6 tiles away from a conduit, generator, or battery, so they don't need to be directly adjacent.  
[[File:Solar generator.png|64px|left|link=Solar generator]]{{#show: Solar generator | ?note }} Unlocked by researching [[Research#Solar power|Solar power]].
 
{{clear|left}}
 
  
=== Wind turbine ===
+
Power conduits can randomly [[Events#Zzztt...|short circuit]] when connected to a grid. Many electric appliances also short circuit while in [[rain]].
[[File:Wind Power.png|64px|left|link=Wind turbine]]{{#show: Wind turbine | ?note }} Requires no research for New Arrivals. Unlocked by researching [[Research#Electricity|Electricity]] for Tribal starts.
 
{{clear|left}}
 
  
=== Watermill generator ===
+
===Mechanoid Power===
[[File:watermill_generator.png|64px|left|link=Watermill generator]] A [[watermill generator]] provides power from a moving river, providing a constant 1100W of power. It is relatively cheap and requires no upkeep, but is also fairly large and cannot be placed too closely to another without degrading performance. Requires research.
+
{{Biotech}} {{Main|Mechanoid creation#Power}}
{{clear|left}}
+
Enemy [[mechanoid]]s - that is, all mechanoids without any DLC - do not require any source of power. However, your [[allied mechanoid]]s do. When controlled by a colony, an active mechanoid's power need falls by 10% per day. Non-working mechs lose 3% power per day. They can enter a dormant self-charging state, which instead restores 1% power per day for free. Mechanoids in a [[caravan]] do not consume or gain any power.
 +
 +
A mechanoid's power need does not directly translate to electrical power. However, [[mech recharger]]s require a constant 200 W, [[large mech recharger]]s require 400 W, and both chargers restore 50% of any mechanoid's power per day. When recharging, mechanoids create [[Toxic wastepack]]s, which can lead to [[pollution]].
  
=== Ship reactor ===
+
== Power generators ==
[[File:ShipReactor.png|64px|left|link=Ship reactor]] Although it is a ship part and not listed in the ''Power'' menu, the [[ship reactor]] is perfectly usable as a power generator.  It provides 1000W of power, with no need for fuel or other maintenance; it does not generate any heat.  It is normally only built as part of the space ship to win the game, and must be powered up to become operational for the ship, which triggers a 15-day long enemy invasion event.  Requires research.
+
{| {{STDT| sortable c_01 text-center}}}}
{{clear|left}}
+
! Type !! Cost !! Fuel<br>(per day) !! Size !! Base Output<br>(Watts) !! Output<br>Per<br>Tile !!Variable<br>Output !! Day !! Night !! Placement !! Market Value
 
+
|-
=== Vanometric power cell ===
+
| [[Solar generator]]      || {{Required Resources|Solar generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} ||  {{Q|Solar generator|Size}} || {{Q|Solar generator|Power Consumption}} || 106.25 || {{Check}} || {{Check}} || {{Cross}} || In sunlight || {{Q|Solar generator|Market Value Base #}}
[[File:Vanometric power cell.png|32px|left|link=Vanometric power cell]] Similar to the ship reactor, the [[vanometric power cell]] provides a consistent 1000W of power at all times with no upkeep or restrictions. It has a small 1x2 footprint and can be moved freely. The catch is that these power cells are very rare; they cannot be manufactured or purchased, only received as a quest reward. With their comparatively low output, there is no reliable way to acquire enough to satisfy more than a small fraction of a normal colony's power budget, but they are a convenient way of powering high-priority or off-grid equipment.
 
{{clear|left}}
 
 
 
=== Unstable power cell ===
 
{{Royalty|no category}}
 
[[File:Unstablepc.png|32px|left|link=Unstable power cell]] Effectively a smaller, less powerful and significantly more explosive vanometric power cell from the [[Royalty DLC]]. It can only be captured from [[Mechanoid cluster]]s. It provides 400W with no need for fuel, in 1x1 footprint that can be moved around freely. While more common than the vanometric power cell, its fragility and explosive tendencies can make it hard to capture from clusters and care must be taken to shield it from damage when in use. It also only produces a relatively small amount of power, so like the vanometric power cell, it is most useful for off-grid or high priority items rather than supplementing the main power grid.
 
 
 
=== Power generator summary ===
 
{| {{STDT| sortable c_01}}
 
! Type !! Cost !! Size !! Max Output<br>(Watts) !! Variable<br>Output !! Day !! Night !! Placement
 
 
|-
 
|-
|Solar || {{icon|metal|100}}<br />{{icon|component|3}} || 4x4 || 1700 || {{Check}} || {{Check}} || {{Cross}} || In sunlight
+
| [[Wind turbine]]        || {{Required Resources|Wind turbine|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Wind turbine|Size}} || {{Q|Wind turbine|Power Consumption}} || 164.29 ||{{Check}} || {{Check}} || {{Check}} || In open ground || {{Q|Wind turbine|Market Value Base #}}
 
|-
 
|-
|Wind turbine || {{icon|metal|100}}<br />{{icon|component|2}} || 5x2 || 3450 || {{Check}} || {{Check}} || {{Check}} || In open ground
+
| [[Watermill generator]]  || {{Required Resources|Watermill generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Watermill generator|Size}} || {{Q|Watermill generator|Power Consumption}} || 36.6 || {{Cross}} || {{Check}} || {{Check}} || On riverbanks || {{Q|Watermill generator|Market Value Base #}}
 
|-
 
|-
|Watermill generator || {{icon|wood|280}}<br />{{icon|metal|80}}<br />{{icon|component|3}} || 5x6 || 1100 || {{Cross}} || {{Check}} || {{Check}} || On riverbanks
+
| [[Chemfuel powered generator]]  || {{Required Resources|Chemfuel powered generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Icon Small|Chemfuel||4.5}} || {{Q|Chemfuel powered generator|Size}} || {{Q|Chemfuel powered generator|Power Consumption}} || 250 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Chemfuel powered generator|Market Value Base #}}
 
|-
 
|-
|Chemfuel generator || {{icon|metal|100}}<br />{{icon|component|3}} || 2x2 || 1000 || {{Cross}} || {{Check}} || {{Check}} || Anywhere
+
| [[Wood-fired generator]] || {{Required Resources|Wood-fired generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Icon Small|Wood||22}} || {{Q|Wood-fired generator|Size}} || {{Q|Wood-fired generator|Power Consumption}} || 250 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Wood-fired generator|Market Value Base #}}
 
|-
 
|-
|Wood-fired generator || {{icon|metal|100}}<br />{{icon|component|2}} || 2x2 || 1000 || {{Cross}} || {{Check}} || {{Check}} || Anywhere
+
| [[Geothermal generator]] || {{Required Resources|Geothermal generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Geothermal generator|Size}} || {{Q|Geothermal generator|Power Consumption}} || 100 || {{Cross}} || {{Check}} || {{Check}} || On [[geyser]]s || {{Q|Geothermal generator|Market Value Base #}}
 
|-
 
|-
|Geothermal || {{icon|metal|400}}<br />{{icon|component|8}} || 6x6 || 3600 || {{Cross}} || {{Check}} || {{Check}} || On geysers
+
| [[Ship reactor]]        || {{Required Resources|Ship reactor|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Ship reactor|Size}} || {{Q|Ship reactor|Power Consumption}} || 23.8 || {{Cross}} || {{Check}} || {{Check}} || Outside<br />''(can roof over afterwards)'' || {{Q|Ship reactor|Market Value Base #}}
 
|-
 
|-
|Ship reactor || {{icon|metal|300}}<br />{{icon|plasteel|500}}<br />{{icon|uranium|150}}<br />{{icon|component|25}} || 6x7 || 1000 || {{Cross}} || {{Check}} || {{Check}} || Outside<br />''(can roof over afterwards)''
+
| [[Vanometric power cell]]|| ''N/A'' || {{Cross}} || {{Q|Vanometric power cell|Size}} || {{Q|Vanometric power cell|Power Consumption}} || 500 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Vanometric power cell|Market Value Base #}}
 
|-
 
|-
|Vanometric power cell || N/A || 1x2 || 1000 || {{Cross}} || {{Check}} || {{Check}} || Anywhere
+
| [[Unstable power cell]]{{RoyaltyIcon}} || ''N/A'' || {{Cross}} || {{Q|Unstable power cell|Size}} || {{Q|Unstable power cell|Power Consumption}} || 400 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Unstable power cell|Market Value Base #}}
 
|-
 
|-
|Unstable power cell || N/A || 1x1 || 400 || {{Cross}} || {{Check}} || {{Check}} || Anywhere
+
| [[Toxifier generator]]{{BiotechIcon}}  || {{Required Resources|Toxifier generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Toxifier generator|Size}} || {{Q|Toxifier generator|Power Consumption}} || 350 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Toxifier generator|Market Value Base #}}
 
|-
 
|-
 
|}
 
|}
  
== Power transfers ==
+
== Appliances ==
=== Power conduit ===
+
{{stub|section=1}}
[[File:PowerConduit_MenuIcon.png|36px|left|link=Power conduit]]{{#show: Power conduit | ?note}}
+
{{image wanted|section=1|reason=Image of the "power cord" connecting a constructed appliance to a conduit, image of the "yellow wire" showing a prospective connection point when placing a blueprint, image of the "pink wire" showing the actual connection points once built}}
 +
Appliances are [[structure]]s or buildings that require power but don't transmit it. Most appliances can connect automatically if placed up to six squares away from a conduit, generator or battery.
  
=== Waterproof conduit ===
+
When placing an appliance's blueprint, the most direct connection point to a power transmitting structure will be displayed as a golden yellow connection between the current blueprint position and the power. Note that it will display a connection even if the grid it attaches too does not sufficient or any power, and that while an appliance will default to that connection point it will be able to connect to other sources with range using the reconnect gizmo mentioned below. If no yellow wire is shown, there is no connection point in range.  
[[File:Power conduit.png|36px|left|link=Waterproof conduit]]{{#show: Waterproof conduit | ?note}}
 
''(note: the image for the waterproof conduit is actually an image of the power conduit, RimWorld Wiki is currently lacking an image for the conduit. The conduit is actually tinted blue.)''
 
  
=== Power switch ===
+
Once constructed, this connection will be displayed by a black "power cord" that runs from the connecting power transmitting building to the appliance in question. This cord is graphical only and cannot be interacted with or damaged in any way. Additionally, when viewing the power grid, a magenta wire similar to the yellow above will display the connection point of appliances in view.  
[[File:PowerSwitch.png|32px|left|link=Power switch]]{{#show: Power_switch | ?note }}
 
  
== Power storage ==
 
=== Batteries ===
 
[[File:Battery.jpg|80px|left|link=Battery]]{{#show: Battery | ?note }}
 
 
== Appliances ==
 
Appliances are [[structure]]s or buildings that require power but don't transmit it.
 
Most appliances can connect automatically if placed up to six squares away from a conduit, generator or battery.
 
 
When connected to the power grid, it can take a few moments before an appliance turns on.
 
When connected to the power grid, it can take a few moments before an appliance turns on.
 
  
 
=== Managing appliances ===
 
=== Managing appliances ===
 
'''Reconnect''': Click to force an appliance to reconnect to a conduit line or power source. This can also be used to change which power source an appliance is connected to if there is more than one in range.<br/>
 
'''Reconnect''': Click to force an appliance to reconnect to a conduit line or power source. This can also be used to change which power source an appliance is connected to if there is more than one in range.<br/>
'''Designate toggle power''': Click to mark an appliance to be turned on (<span style="color:#20D720;font-weight:bold">&#10004;</span>) or off (<span style="color:red;font-weight:bold">X</span>) by a colonist set to [[Menus#Flick|flick]].
+
'''Designate toggle power''': Click to mark an appliance to be turned on (<span style="color:#20D720;font-weight:bold">&#10004;</span>) or off (<span style="color:red;font-weight:bold">X</span>) by a colonist set to [[Work#Basic|Basic]].
 
 
  
 
{|class="wikitable" style="display:inline-block;float:left"
 
{|class="wikitable" style="display:inline-block;float:left"
Line 110: Line 79:
 
| colspan="2"|<div><small>Designate toggle power</small></div>
 
| colspan="2"|<div><small>Designate toggle power</small></div>
 
|}
 
|}
 
 
 
{{clear}}
 
{{clear}}
 
 
 
=== Appliances summary ===
 
=== Appliances summary ===
 
<!--{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
<!--{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"

Revision as of 18:00, 12 January 2023

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu
Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings)

Power is a representation of electricity, required to power a wide variety of appliances and buildings.

Summary

Power is measured in the form of Watts (W). Power generators create watts, and appliances will consume a certain amount of watts to function. Most appliances will use power even when not actively being used - they must be manually switched off. Power only exists within a power grid and requires something to transport it. Any power that isn't used or stored is wasted.

Power is stored in the form of Watt-days (Wd), where 1 Watt-day can power a 1 W appliance for 24 hours. Each battery can store up to 600 Wd, but only store at 50% efficiency. This means that, for the purposes of storing, 1 W for 24 hours would only give 0.5 Wd inside a battery.

Power travels through power conduits and power switches, though batteries and anything that generates power can also transport it. Buildings can be "plugged in" from up to 6 tiles away from a conduit, generator, or battery, so they don't need to be directly adjacent.

Power conduits can randomly short circuit when connected to a grid. Many electric appliances also short circuit while in rain.

Mechanoid Power

Enemy mechanoids - that is, all mechanoids without any DLC - do not require any source of power. However, your allied mechanoids do. When controlled by a colony, an active mechanoid's power need falls by 10% per day. Non-working mechs lose 3% power per day. They can enter a dormant self-charging state, which instead restores 1% power per day for free. Mechanoids in a caravan do not consume or gain any power.

A mechanoid's power need does not directly translate to electrical power. However, mech rechargers require a constant 200 W, large mech rechargers require 400 W, and both chargers restore 50% of any mechanoid's power per day. When recharging, mechanoids create Toxic wastepacks, which can lead to pollution.

Power generators

Type Cost Fuel
(per day)
Size Base Output
(Watts)
Output
Per
Tile
Variable
Output
Day Night Placement Market Value
Solar generator Steel 100 + Component 3 Ex.png 4 × 4 1,700 106.25 Check.png Check.png Ex.png In sunlight 295
Wind turbine Steel 100 + Component 2 Ex.png 7 × 2 2,300 164.29 Check.png Check.png Check.png In open ground 265
Watermill generator Wood 280 + Steel 80 + Component 3 Ex.png 5 × 6 1,100 36.6 Ex.png Check.png Check.png On riverbanks 600
Chemfuel powered generator Steel 100 + Component 3 Chemfuel 4.5 2 × 2 1,000 250 Ex.png Check.png Check.png Anywhere 295
Wood-fired generator Steel 100 + Component 2 Wood 22 2 × 2 1,000 250 Ex.png Check.png Check.png Anywhere 265
Geothermal generator Steel 340 + Component 8 Ex.png 6 × 6 3,600 100 Ex.png Check.png Check.png On geysers 945
Ship reactor Steel 350 + Plasteel 280 + Uranium 70 + Advanced component 8 Ex.png 6 × 7 1,000 23.8 Ex.png Check.png Check.png Outside
(can roof over afterwards)
5440
Vanometric power cell N/A Ex.png 1 × 2 1,000 500 Ex.png Check.png Check.png Anywhere 1200
Unstable power cellContent added by the Royalty DLC N/A Ex.png 1 × 1 400 400 Ex.png Check.png Check.png Anywhere 400
Toxifier generatorContent added by the Biotech DLC Steel 125 + Component 3 Ex.png 2 × 2 1,400 350 Ex.png Check.png Check.png Anywhere 360

Appliances

Appliances are structures or buildings that require power but don't transmit it. Most appliances can connect automatically if placed up to six squares away from a conduit, generator or battery.

When placing an appliance's blueprint, the most direct connection point to a power transmitting structure will be displayed as a golden yellow connection between the current blueprint position and the power. Note that it will display a connection even if the grid it attaches too does not sufficient or any power, and that while an appliance will default to that connection point it will be able to connect to other sources with range using the reconnect gizmo mentioned below. If no yellow wire is shown, there is no connection point in range.

Once constructed, this connection will be displayed by a black "power cord" that runs from the connecting power transmitting building to the appliance in question. This cord is graphical only and cannot be interacted with or damaged in any way. Additionally, when viewing the power grid, a magenta wire similar to the yellow above will display the connection point of appliances in view.

When connected to the power grid, it can take a few moments before an appliance turns on.

Managing appliances

Reconnect: Click to force an appliance to reconnect to a conduit line or power source. This can also be used to change which power source an appliance is connected to if there is more than one in range.
Designate toggle power: Click to mark an appliance to be turned on () or off (X) by a colonist set to Basic.

Reconnect
Reconnect
Toggle ON Toggle OFF
Designate toggle power

Appliances summary

Appliance Power
consumption (in Watts)
Autodoor 50
Electric tailor bench 120
Electric smithy 210
Machining table 350
Electric smelter 700
Electric crematorium 250
Hi-tech research bench 250
Multi-analyzer 200
Fabrication bench 250
Nutrient paste dispenser 200
Standing lamp 75
Sun lamp 2900 during day only
Hydroponics basin 70
Biofuel refinery 170
Infinite chemreactor 300
Vitals monitor 80
Comms console 200
Ground-penetrating scanner 700
Long-range mineral scanner 700
Electric stove 350
Heater 175
Cooler 200
Mini-turret 80
Tube television 200
Flatscreen television 330
Megascreen television 450

Version history

  • 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.