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- 1 Power generators
- 2 Power transfers
- 3 Power storage
- 4 Appliances
- 5 Version history
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.
Chemfuel powered 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 Electricity for Tribal starts.
The geothermal generator is a power generator that can be built on top of a steam geyser to convert natural heat into electrical power, providing a constant 3,600W. Steam geysers are randomly generated per map, sometimes close to each other, others scattered towards the edges or center. Colonies are often seen built in their proximity from early days for future benefit. Requires researching Geothermal power
A solar generator provides up to 1700W of power from sunlight. It has much smaller space requirements than a wind turbine but provides no power at night or during an eclipse. It can be placed in a wind turbine's exclusion zone with no effect on the turbine. Solar generators may be protected by surrounding them with walls, but they must stay unroofed to operate. Unlocked by researching Solar power.
Wind turbines turbines generate a variable amount of power based on the current wind speed, based on ranges set by the current Weather. It produces a wattage directly proportional to the wind speed, with an output 2300W at 100% wind speed up to a maximum of 3450W at the maximum 150% wind speed.
Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction. Requires no research for New Arrivals. Unlocked by researching Electricity for Tribal starts.
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.
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.
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.
Unstable power cell
|This article relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
Effectively a smaller, less powerful and significantly more explosive vanometric power cell from the Royalty DLC. It can only be captured from Mechanoid clusters. 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
|Solar generator||100 + 3||4 ˣ 4||1,700||In sunlight|
|Wind turbine||100 + 2||7 ˣ 2||2,300||In open ground|
|Watermill generator||280 + 80 + 3||5 ˣ 6||1,100||On riverbanks|
|Chemfuel powered generator||100 + 3||2 ˣ 2||1,000||Anywhere|
|Wood-fired generator||100 + 2||2 ˣ 2||1,000||Anywhere|
|Geothermal generator||340 + 8||6 ˣ 6||3,600||On geysers|
|Ship reactor||350 + 280 + 70 + 8||6 ˣ 7||1,000||Outside|
(can roof over afterwards)
|Vanometric power cell||N/A||1 ˣ 2||1,000||Anywhere|
|Unstable power cell||N/A||1 ˣ 1||400||Anywhere|
A power conduit transmits power from generators or batteries to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rock and mineral ores.
A Waterproof conduit transmits power from generators or batteries to appliances up to six squares away. Waterproof Conduit can only be built on water.
(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.)
A power switch is used to toggle power of the conduit lines connected to it. It provides an efficient way to control power to several appliances all at once, such as a large array of improvised turrets.
The 'Toggle power' button is used to request the switch to be flipped. A colonist with the 'flick' job type will flip the switch.
To construct a switchable circuit simply place the power switch along a line of conduit between the power source and the appliances. While one of the switch's connectors must connect to conduit to a power source, any or all of the three remaining connectors can be used to create branches. A switch can be placed directly adjacent to a battery or other power source, but the player will probably find it desirable to place the switch close to the appliances it's meant to control. Appliances won't connect directly to a switch, they only connect to conduit.
When the power switch is on the inspect pane displays 'Power: On', and the center of the power switch shows a pale circle.
When the power switch is designated to turn off, the 'Toggle power' button displays a red X.
When the power switch is off , the inspect pane displays 'Power: Off', and the center of the power switch is dark.
When the power switch is designated to turn on, the 'Toggle power' button displays a green check mark.
The battery is an electric device that stores power to use when needed. This can even out the power on an electric grid that has an uneven power supply (e.g. wind turbines, solar generators), and can supply extra emergency power when needed. There is no limit or throttle to the output - so long as it has charge, that charge will flow to all devices connected at whatever rate is demanded.
Batteries self-discharge at a rate of 5 W/day, even while disconnected. If they have any charge, they need to be located under a roof to keep them dry (rain or snowfall will quickly cause an explosion).
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 connected to the power grid, it can take a few moments before an appliance turns on.
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.
Designate toggle power
consumption (in Watts)
|Electric tailor bench||120|
|Hi-tech research bench||250|
|Nutrient paste dispenser||200|
|Sun lamp||2900 during day only|
|Long-range mineral scanner||700|
- 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.