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− | {{ | + | {{Stub}}{{infobox main|building| |
| name = Wood-fired generator | | name = Wood-fired generator | ||
− | | image = fueledgenerator.png | + | | image = fueledgenerator.png|128px{{!}} Fueled generator |
| description = Produces power by consuming wood. Must be periodically loaded with wood fuel by hand. | | description = Produces power by consuming wood. Must be periodically loaded with wood fuel by hand. | ||
| type = Building | | type = Building | ||
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| resource 2 = Component | | resource 2 = Component | ||
| resource 2 amount = 2 | | resource 2 amount = 2 | ||
− | }} | + | }}{{Info|A '''wood-fired generator''' is a power source that runs by burning [[wood]] as fuel. Holds up to 75 wood max, and consumes it at a rate 22 per day for a constant supply of {{P|Power Consumption}}W for roughly 3 days and 9 hours before running out. It also produces a slight amount of heat and light while running as secondary effect and thus should not be placed in or adjacent to spaces you want to cool. }} |
− | A '''wood-fired generator''' is a power source that runs by burning [[wood]] as fuel, | ||
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
− | The wood-fired generator consumes {{ | + | The wood-fired generator consumes {{icon small|wood}} 22 [[wood]] per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 75 fuel at a time, for a maximum run time of 3.27 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a [[Work#Haul|hauler colonists]]. It can be switched off; in the off state it will neither consume fuel nor produce power. |
− | It outputs [[light]] in a 6 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator. It heats at a rate of 6 heat per second<sup>{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}</sup>. | + | It outputs [[light]] in a 6 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator. It heats at a rate of 6 heat per second<sup>{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}</sup>. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.{{Check Tag|Confirmation needed}} |
== Analysis == | == Analysis == | ||
− | Wood-fired | + | Wood-fired Generators incur considerable labor costs for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, but provide an improvement from neolithic technology. |
− | + | [[Campfire]]s use {{Icon small|wood}} 10 [[wood]] per day. A wood-fired generator costs {{icon small|wood}} 22 wood and gives 1000 W, enough to power ''5'' [[heater]]s, or 2 of them with 650 W left. Similar comparisons can be made with [[cooler]]s. Excess power can be used in numerous ways- such as [[standing lamp]]s, [[Mini-turret|turrets]], [[electric stove]]s, [[electric tailor bench]]es, [[machining table]]s and [[hi-tech research bench]]es. | |
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− | + | ===Wind turbines=== | |
− | + | [[Wind turbine]]s are also unlocked via researching Electricity. They require no labor to maintain, but they require a large amount of space free of structures and trees. This can make them difficult to defend, and completely unsuitable in certain base layouts. Wind Turbine power output is variable, realistically forcing the construction of [[battery|batteries]] to smooth out periods of low power production. Since you can turn off a wood generator, there's no restriction to having both wind and wood generators, keeping the latter in reserve until you need them. | |
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− | === | + | ===Chemfuel generators=== |
− | [[ | + | A [[chemfuel powered generator]] consumes 9 {{icon small|wood}} [[wood]] per day, for 1000 W of power - or 830 W if the colony is running a [[biofuel refinery|biofuel refinery]] to make chemfuel. |
− | + | Chemfuel costs {{ticks|270}} of work to refine for a day's worth of it. Getting 11 wood from harvesting wild [[Saguaro cactus|Saguaro cacti]] takes {{ticks|220}} of work for the same time. However, cacti are rare in the [[biome]]s they're found in, and every other tree is much worse, with {{ticks|330}} of work or more. This also ignores the slow grow speed and ever-increasing travel distance. And actually growing the trees takes much more work, with [[cypress tree]]s taking {{ticks|880}} of work. | |
− | + | Also, you can make chemfuel out of [[raw food]]; {{icon small|corn}} [[corn plant|corn]] or even {{icon small|rice}} [[rice plant|rice]] are faster to cultivate than trees, while [[insect meat]] can be extremely plentiful. | |
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− | + | One flaw is that [[Research#Biofuel refining|Biofuel Refining]] costs 700 points of research to acquire. However, [[boomalope]]s require no research to acquire. If you have them, chemfuel becomes even more efficient, assuming they can graze for extended periods of time. | |
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== Version history == | == Version history == |