Difference between revisions of "Power"

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(Added to Architect category.)
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|Fueled generator || {{icon|metal|100}}<br />{{icon|component|2}} || 2x2 || 1000 || ✗ || ✓ || ✓ || Anywhere
 
|Fueled generator || {{icon|metal|100}}<br />{{icon|component|2}} || 2x2 || 1000 || ✗ || ✓ || ✓ || Anywhere
 
|-
 
|-
|Geothermal || {{icon|metal|400}} || 6x6 || 3600 || ✗ || ✓ || ✓ || On geysers
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|Geothermal || {{icon|metal|400}}<br />{{icon|component|8}}  || 6x6 || 3600 || ✗ || ✓ || ✓ || On geysers
 
|-
 
|-
 
|Ship reactor || {{icon|metal|500}} || 5x5 || 1000 || ✗ || ✓ || ✓ || Outside<br />''(can roof over afterwards)''
 
|Ship reactor || {{icon|metal|500}} || 5x5 || 1000 || ✗ || ✓ || ✓ || Outside<br />''(can roof over afterwards)''

Revision as of 02:03, 22 August 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
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)

Template:Tocright Power is the ability to generate electricity in order to enable electrical workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially is later 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 generators

Wind turbine

See also: Wind turbine

Wind Power.png

Wind turbines are a cheap way of producing power. It works day and night. Compared to the solar generator which only works during the day.

The wind turbine requires an open area, clear of trees, buildings, roofs, and other taller constructions. However a solar panel can be constructed in front and behind without blocking the wind turbine

Output of the wind turbine is a directly related to current wind speed, therefore it varies as low as no output up to its maximum output. (see Weather for wind conditions) Template:Clr


Solar generator

See also: Solar generator

SolarCollector.png

Solar panels are a cheap first way of producing power from the limitless energy of the Sun.

The drawback is that they don't work during the night or during eclipses, requiring batteries to power lights and turrets when there is no sunlight available. Template:Clr


Fueled generator

See also: Fueled generator

Fueledgenerator.png

Burn wood to generate power.

Template:Clr


Geothermal generator

See also: Geothermal generator

A Geothermal generator is a very good and reliable power source drawing its energy from the heat of the planet's core. It is the only power generator which needs research to be built.

It produces a lot of power all day round but it is more expensive to build than the other power generators and it has to be placed on geothermal geysers. Those geysers are placed at random, sometimes not even occurring at all, and are usually positioned far from the initial landing zone.
This makes geothermal generators either a valuable asset far from the safety of the core base, or necessitates a base relocation to a zone harder to defend against raiders. Template:Clr


Ship reactor

See also: Ship reactor

ShipReactor.png

Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable as a power generator. It provides 1000W, which is less than the maximum provided by any other power generator, but without their shortcomings or requirements. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be researched before it can be built, but does not generate any heat nor require special venting.

Template:Clr


Power generator summary

Type Cost Size Max Output
(Watts)
Variable
Output
Day Night Placement
Solar Steel 100
Component 3
4x4 1700 In sunlight
Wind Turbine Steel 100
Component 2
5x2 3000 In open ground
Fueled generator Steel 100
Component 2
2x2 1000 Anywhere
Geothermal Steel 400
Component 8
6x6 3600 On geysers
Ship reactor Steel 500 5x5 1000 Outside
(can roof over afterwards)

Power transfers

Power conduit

See also: Power conduit

A power conduit transmits power from generators or batteries to appliances. It is a big cable that allows appliances to be powered up to 5 squares away from it.

A power conduit doesn't consume any power but takes some space on the floor, as most structures and buildings can't be built over it, except for solar generators, doors, walls and batteries.

NOTE: Power conduits may rarely fall prey to a random event that will destroy said conduits and cause an electrical fire. The best way to avoid this is to limit the number of attached batteries using power switches and lay the power conduits under non-flammable walls, the most accessible being stone, so that if a power surge event does occur, the resultant damage is distributed to the stone wall and nothing is destroyed. It doesn't happen often, but you should create sufficient redundancies in your power grid so that if one conduit is destroyed and your batteries emptied as a result, another set of cables and batteries can supply power to your critical appliances, such as auto-turrets.

Power switch

See also: Power switch

PowerSwitch.png


Power storage

Batteries

See also: Battery

Battery.jpg

Batteries play a very important part in the power grid of your base as it allows you to use power coming from solar generator all night long and offers a way to store energy coming from geothermal generators closer to your main base.

A battery can only hold 1kWd (86.4MJ), but it won't deplete over time if no appliance is connected to it.

If a power generator's output exceeds appliances power consumption, excess power will be distributed evenly amongst all non-full connected batteries, charging all batteries at the same rate. Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.

Appliances

Appliances are structures or buildings that require power but don't transmit it. Most appliances don't require a direct power cable connection, they can be placed up to six squares away from a power cable or power source. When connected to the power grid, it can take a few moments before an appliance turns on.

Appliances summary

Appliance Power
consumption (in Watts)
Autodoor 50
Tailor's workbench 120
Smithing bench 180
Machining table 350
Electric smelter 700
Crematorium 250
Nutrient paste dispenser 200
Standing lamp 150
Sun lamp 1600
Hydroponics basin 70
Comms console 200
Cook stove 350
Heater 100
Cooler 200
Improvised turret 350
Television 200