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== Analysis ==
 
== Analysis ==
Wood-fired generators incur considerable labor costs for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, but provide an improvement from neolithic technology. They can make a decent source of consistent, earlygame power.
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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 interruptions.
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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.
  
 
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[[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.  
  
If you have both wind and wood-fired generators, there's no reason why you can't use both at the same time. You can use wood when wind power is low, turning off the generator when extra power isn't required.
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There is no reason why you can't use both wind and wood-fired generators at the same time, other than the costs of construction (which is non-insignificant). If you already have both, then you can use wood when wind power is low, turning off the generator when extra power isn't required.
  
 
=== Chemfuel powered generators ===
 
=== Chemfuel powered generators ===
A [[chemfuel powered generator]] is generally more efficient in terms of both wood and work. However, it is difficult to obtain chemfuel in the earlygame.
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A [[chemfuel powered generator]] is generally more efficient in terms of both wood and work. Each chemfuel 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.  
 
 
Each chemfuel 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.  
 
  
 
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}} (Plants skill 13) 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}} speed if the tree has to be planted as well. This also ignores walking distance; the wood-fired generator often forces colonists to walk further as more trees are harvested.
 
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}} (Plants skill 13) 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}} speed if the tree has to be planted as well. This also ignores walking distance; the wood-fired generator often forces colonists to walk further as more trees are harvested.
  
Also, you can make chemfuel out of [[raw food]]; {{Icon Small|corn}} [[corn plant|corn]] or even {{Icon Small|rice}} [[rice plant|rice]] take much less work to cultivate than trees, while taking up less space. Meanwhile, [[insect meat]] can be extremely plentiful and used all the same. Finally, [[boomalope]]s can create chemfuel from grass, which takes no work to grow.
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Also, you can make chemfuel out of [[raw food]]; {{Icon Small|corn}} [[corn plant|corn]] or even {{Icon Small|rice}} [[rice plant|rice]] take much less work to cultivate than trees, while taking up less space. Meanwhile, [[insect meat]] can be extremely plentiful.
  
The only disadvantage of chemfuel generators is that they require chemfuel. [[Research#Biofuel refining|Biofuel Refining]] costs 700 points of research. Boomalopes require you to tame / buy the boomalopes in the first place. Provided you can make chemfuel, the chemfuel generator is strictly better.
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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, and can graze on grass. If you have them, chemfuel becomes even more efficient both in terms of total nutrition consumed and work required.
  
 
== Version history ==
 
== Version history ==

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