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== Summary == | == Summary == | ||
− | 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 | + | 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>. | ||
== Analysis == | == Analysis == | ||
− | Wood-fired generators incur considerable labor costs for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, but provide an improvement from neolithic technology | + | Wood-fired generators incur considerable labor costs for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, but provide an improvement from neolithic technology. |
=== Wood powered appliances === | === Wood powered appliances === | ||
− | A variety of buildings are powered directly by wood, such as [[campfire]]s and [[torch lamp]]s. It is significantly more efficient to fuel a generator and run the electric equivalents, if all 1000 W of power is used. The generator does not scale with power use, so if power is wasted, then fueled versions may be superior. In addition, electric buildings require more infrastructure, and are vulnerable to [[solar flare]]s and other | + | A variety of buildings are powered directly by wood, such as [[campfire]]s and [[torch lamp]]s. It is significantly more efficient to fuel a generator and run the electric equivalents, if all 1000 W of power is used. The generator does not scale with power use, so if power is wasted, then fueled versions may be superior. In addition, electric buildings require more infrastructure, and are vulnerable to [[solar flare]]s and other interuptions. |
{| class="wikitable" | {| class="wikitable" | ||
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! Equivalent wood per day<ref>Equivalent wood per day is assuming is the percentage of a wood fired generator power generation multiplied by the generators wood consumption. Note that this assumes that the generators entire production capacity is used.</ref> | ! Equivalent wood per day<ref>Equivalent wood per day is assuming is the percentage of a wood fired generator power generation multiplied by the generators wood consumption. Note that this assumes that the generators entire production capacity is used.</ref> | ||
|- | |- | ||
− | | [[Campfire]]<ref name="temperature">Campfires and passive coolers regulate temperature at the same rate as heaters and coolers, | + | | [[Campfire]]<ref name="temperature">Campfires and passive coolers regulate temperature at the same rate as heaters and coolers, respectively. In addition, both campfires and passive coolers are unable to be turned off, consuming wood until none is left.</ref> (roofed) |
| {{Icon Small|Wood|| 10}} | | {{Icon Small|Wood|| 10}} | ||
| [[Heater]]<ref name="temperature" /> | | [[Heater]]<ref name="temperature" /> | ||
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=== Wind turbines === | === Wind turbines === | ||
− | [[Wind turbine]]s are also unlocked via researching [[Research#Electricity|Electricity]]. They require no labor to maintain, but do 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. | + | [[Wind turbine]]s are also unlocked via researching [[Research#Electricity|Electricity]]. They require no labor to maintain, but do 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 powered generators === | === Chemfuel powered generators === | ||
− | + | Each [[chemfuel powered generator]] generates {{Q|Chemfuel powered generator|Power Consumption}} W of power. Assuming the colony is running a [[biofuel refinery]] to make chemfuel from wood, each consumes {{Icon Small|wood||{{#expr:(4.5/35) * 70}}}} [[wood]] per day and an extra {{Ticks|(4.5/35) * 2000 round 0}} of work. Powering the biofuel refinery takes {{Q|Biofuel refinery|Power Consumption}} W of power, but takes only {{Ticks/gametime|2000}} to produce enough fuel for {{#expr:35/9 round 2}} in-game days of fuel, or on average equivalent of a constant load of only {{#expr:(-{{Q|Biofuel refinery|Power Consumption #}}*(2000/60000))/(35/9) round 2}} W. | |
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− | The extra {{ticks|(4.5/35) * 2000 round 0}} of work is not nothing, but the reduced wood saves at least {{ticks|((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}} round 0}} of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a [[Plant Work Speed]] of {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}})/((4.5/35) * 2000) round 2}} | + | The extra {{ticks|(4.5/35) * 2000 round 0}} of work is not nothing, but the reduced wood saves at least {{ticks|((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}} round 0}} of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a [[Plant Work Speed]] of {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}})/((4.5/35) * 2000) round 2}} to make it more work efficient to use the wood fired generator, and this increases to a massive {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * ({{Q|Cypress tree|Harvest Work #}} + {{Q|Cypress tree|Sow Work #}}))/((4.5/35) * 2000) round 2}} if the tree has to be planted as well. The wood-fired generator will always require more growing space as well. |
− | Also, you can make chemfuel out of [[raw food]]; {{Icon Small|corn}} [[corn plant|corn]] or even {{Icon Small|rice}} [[rice plant|rice]] | + | 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. |
− | + | 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. | |
== Version history == | == Version history == |