Power

From RimWorld Wiki
Revision as of 21:40, 28 October 2022 by Hordes (talk | contribs) (do we need pictures of all the generators? just keep the table)
Jump to navigation Jump to search
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). Buildings will consume a certain amount of watts, so long as they are powered. Most buildings will use power even when not actively used. There is no benefit of having more watts of power, except when stored by batteries. Specifically, power is stored in 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 drain power themselves.

Power travels through power conduits and power switches, though anything that generates power can also transport it. Buildings can be "plugged in" from a certain distance away from a conduit or generator, and don't need to be directly adjacent.

Power conduits and batteries 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 pollution.

Power generators

Type Cost Fuel/day Size Base Output
(Watts)
Variable
Output
Day Night Placement
Solar generator Steel 100 + Component 3 Ex.png 4 × 4 1,700 Check.png Check.png Ex.png In sunlight
Wind turbine Steel 100 + Component 2 Ex.png 7 × 2 2,300 Check.png Check.png Check.png In open ground
Watermill generator Wood 280 + Steel 80 + Component 3 Ex.png 5 × 6 1,100 Ex.png Check.png Check.png On riverbanks
Chemfuel powered generator Steel 100 + Component 3 Chemfuel 4.5 2 × 2 1,000 Ex.png Check.png Check.png Anywhere
Wood-fired generator Steel 100 + Component 2 Wood 2 2 × 2 1,000 Ex.png Check.png Check.png Anywhere
Geothermal generator Steel 340 + Component 8 Ex.png 6 × 6 3,600 Ex.png Check.png Check.png On geysers
Ship reactor Steel 350 + Plasteel 280 + Uranium 70 + Advanced component 8 Ex.png 6 × 7 1,000 Ex.png Check.png Check.png Outside
(can roof over afterwards)
Vanometric power cell N/A Ex.png 1 × 2 1,000 Ex.png Check.png Check.png Anywhere
Unstable power cellContent added by the Royalty DLC N/A Ex.png 1 × 1 400 Ex.png Check.png Check.png Anywhere

Power transfers

Power conduit

PowerConduit MenuIcon.png

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 rocks and ores.

Waterproof conduit

Power conduit.png

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.)

Power switch

PowerSwitch.png

Power storage

Batteries

Battery.jpg

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.