Unstable power cell

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Unstable power cell

Unstable power cell

A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.


Base Stats

Type
Miscellaneous
HP
200
Market Value
400 Silver.png
Beauty
-20
Mass
15 kg
Flammability
0%
Placeable
Yes
Size
1 ˣ 1
Power
+400W
Cover Effectiveness
35%

Creation

Deconstruct yield
Component 2
Technical
thingCategories
BuildingsSpecial


An unstable power cell is a power generation unit that is of Mechanoid origin. The cell has a constant output of 400W and can be placed anywhere, but if damaged can cause a massive explosion. The cell bears some similarities to the Vanometric power cell in that it will create free energy infinitely and can be placed in fortified positions.

Acquisition

The UPC can be claimed and stolen from mechanoid clusters once the cluster is defeated. Beware of mechanoid turret explosions damaging the UPC, resulting in a chain explosion that can easily kill nearby colonists. Their presence presents a strategic choice; detonate the power cells from a distance to make the cluster easier to defeat, or carefully deal with the mechanoids to claim the cells for use in your base.

Analysis

They glow with a radius of 4. When damaged below 50% of their HP, they have a chance to begin to "sizzle", after 240 ticks (4 secs) they will explode. They also always explode on destruction, but not deconstruction. The resulting explosion has a radius of 9.9 tiles, and does 50 Bomb damage.

They can be kept in stone cells to keep them safe. Deconstructing them is not worth it.

They can be used to power isolated deep drills without the need to run a long power conduit line.

Trivia

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.