Power

From RimWorld Wiki
Revision as of 15:50, 27 March 2014 by Sebbes333 (talk | contribs) (→‎Batteries: added the amount of energy a battery can store)
Jump to navigation Jump to search

In RimWorld, electricity is the key to survival. Most vital structures and buildings require power, and building an efficient power grid is the key to success.

Power generators

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



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 produces a lot of power all day round but it is more expensive to build than solar generator 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.

Power generator summary
Type Cost Size Power output Day Night Placing
Solar 80 Metal 2x2 1500 W Free
Geothermal 250 Metal 6x6 5000 W On geysers

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.


Wall

See also: Wall

Wall.png

Regarding power distribution, a wall works exactly the same way as a power conduit, also powering appliances up to 5 squares away from any powered section. If a wall section is unpowered, the game will show a notice until it is connected to the power grid, but there is no drawbacks to not connecting walls to the power grid.


Door

See also: Door

Door.png

Doors allow passage in a 1 square opening in a built wall or cave wall.

It acts like a power conduit and needs a direct link to a powered wall or to a power conduit to open and close quickly and distribute power. If not powered, it will still open, but much slower.

Power transfers summary
Item Cost Size Power needed Transmits power Powering distance Allows building Allows passage
Power conduit 1 Metal 1x1 5 squares ✗*
Wall 3 Metal 1x1 5 squares
Door 25 Metal 1x1 50 W 5 squares

* except for solar generator and battery

Power storage

Batteries

See also: Batteries

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 10,000 KJ, but it won't deplete over time if no appliance is connected to it.

If a power generators' 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. Appliances don't require a direct power cable/wall connection, they can be placed up to 5 squares away from them. When connected to the power grid, it can take a few moments before an appliance turns on.

Appliances summary
Appliance Cost Size Power consumption
Standing lamp Metal 1x1 150 W
Sun lamp 20 Metal 1x1 800 W
Nutrient paste dispenser 90 Metal 4x3 200 W
Comms console 120 Metal 3x2 200 W
Auto-turret 90 Metal 2x2 250 W