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==Summary== | ==Summary== | ||
[[File:Zero_conduit_freezer.jpg|250px|thumb|left|Batteries connect directly to the wind turbine and the attached coolers, with no conduits. This power grid will only "Zzztt" if the batteries get rained on.]] | [[File:Zero_conduit_freezer.jpg|250px|thumb|left|Batteries connect directly to the wind turbine and the attached coolers, with no conduits. This power grid will only "Zzztt" if the batteries get rained on.]] | ||
− | Batteries automatically charge and discharge when connected to other buildings. Each battery can store 600 Wd (Watt-days) of [[power]] at once. 1 Watt-day is equal to powering a 1 W appliance for 24 hours. However, batteries have a 50% efficiency, meaning they take in only half of a grid's excess power. For example, an excess of 200 W for 24 hours will only store 100 Wd. Power is evenly divided between all connected | + | Batteries automatically charge and discharge when connected to other buildings. Each battery can store 600 Wd (Watt-days) of [[power]] at once. 1 Watt-day is equal to powering a 1 W appliance for 24 hours. However, batteries have a 50% efficiency, meaning they take in only half of a grid's excess power. For example, an excess of 200 W for 24 hours will only store 100 Wd. Power is evenly divided between all connected bateries. There is no limit or penalty for power output. |
− | Each tile of battery will also transfer an infinite amount of power through it, as if it were a [[power conduit]]. | + | Each tile of battery will also transfer an infinite amount of power through it, as if it were a [[power conduit]]. herefore, electric appliances can connect within 6 tiles of a battery. The battery can't connect in the same way; it requires an adjacent conduit, battery, or power generator to power. A wire will appear when a valid connection is made; you may need to use the Reconnect gizmo on the appliance for it to be powered. |
Batteries lose 5 W of stored power per day, even if they aren't connected to anything or are uninstalled in their minified state. Batteries can't be turned off, but a [[power switch]] can disconnect them from other buildings. | Batteries lose 5 W of stored power per day, even if they aren't connected to anything or are uninstalled in their minified state. Batteries can't be turned off, but a [[power switch]] can disconnect them from other buildings. | ||
===Health=== | ===Health=== | ||
− | An installed battery will short-circuit (the [[Events#Zzztt...|Zzzt...]] event) if left in the [[rain]] or [[snow]] without a [[roof]]. In addition, each battery's storage contributes towards the random short-circuit event | + | An installed battery will short-circuit (the [[Events#Zzztt...|Zzzt...]] event) if left in the [[rain]] or [[snow]] without a [[roof]]. In addition, each battery's storage contributes towards the random short-circuit event. However, a battery-only grid is immune to the random event. |
Like other [[furniture]], batteries are not subject to [[deterioration]], but short-circuits from rain or snow cause damage. Their health does not impact power storage, discharge, or any other function. [[Temperature]] also has no effect past [[fire]] creation. However, they can explode when reaching a low enough health. | Like other [[furniture]], batteries are not subject to [[deterioration]], but short-circuits from rain or snow cause damage. Their health does not impact power storage, discharge, or any other function. [[Temperature]] also has no effect past [[fire]] creation. However, they can explode when reaching a low enough health. | ||
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Batteries are most useful when using [[wind turbine]]s or [[solar panel]]s, both which are highly variable power sources. Using a battery creates a 'cushion', making their power more reliable. For instance, a battery is required to use any sort of solar power at night or during an [[eclipse]]. Meanwhile, fueled generators are consistent - they'll burn their fuel at a constant rate, even if it would be wasted. While you could just turn the generator off, colonists need to walk to the generator. Using a battery can help save on both fuel and micromanagement. | Batteries are most useful when using [[wind turbine]]s or [[solar panel]]s, both which are highly variable power sources. Using a battery creates a 'cushion', making their power more reliable. For instance, a battery is required to use any sort of solar power at night or during an [[eclipse]]. Meanwhile, fueled generators are consistent - they'll burn their fuel at a constant rate, even if it would be wasted. While you could just turn the generator off, colonists need to walk to the generator. Using a battery can help save on both fuel and micromanagement. | ||
− | Even in colonies that do not use wind or solar energy, batteries are useful to cover spikes in power usage, such as short-circuits, [[turret]] arrays, | + | Even in colonies that do not use wind or solar energy, batteries are useful to cover spikes in power usage, such as short-circuits, [[turret]] arrays, [[electric smelter]]s. A battery can cover arbitrarily high power needs, the size of the array only changes for how long that is possible. As an example, an array of 20 [[mini-turret]]s and 4 [[autocannon turret]]s draws 3200 W of power. Instead of building another [[geothermal generator]], each battery will power this for more than 4 in-game hours. |
Uninstalled batteries can be used whenever power needs to be transported. They can be used to power remote [[deep drill]]s, or even put on a [[caravan]]. This allows for electric appliances like [[mini-turret]]s to be used far away from your base. | Uninstalled batteries can be used whenever power needs to be transported. They can be used to power remote [[deep drill]]s, or even put on a [[caravan]]. This allows for electric appliances like [[mini-turret]]s to be used far away from your base. | ||
− | + | ===Power storage=== | |
+ | Seperating your batteries behind stone [[wall]]s will help keep fire from spreading. As you'll rarely need to access a battery itself, stone doors can be safely used for "battery rooms". | ||
− | + | It is highly recommended to keep some additional batteries behind a [[power switch]] on a separate network, so they can be brought online in the case of a ''short-circuit'' event. Alternatively, you can uninstall batteries and keep them in a warehouse, but their stored power will slowly drain. In practice, the discharge is negligable, so uninstalling is mostly useful for transporting power. | |
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− | When powering an emergency array, the battery group should be isolated. There should be 1 power switch to the main power grid, which should be turned on or off when needed. This keeps your power safe from a short circuit. When powering a security array, | + | When powering an emergency array, the battery group should be isolated. There should be 1 power switch to the main power grid, which should be turned on or off when needed. This keeps your power safe from a short circuit. When powering a security array, place another, seperate switch to your turrets, to easily power them on or off. |
− | + | While power switches can help mitigate the impact of Zzzt events and manage your colony's power needs, they are not very time efficient since a pawn must walk to the switch to flick it on and off. A much faster power configuration is to instead utilise the Reconnect [[order]] to toggle a selected appliance's power source between the main grid and an unpowered solo piece of [[Power Conduit]]. This instantly turns a powered appliance or work bench on and off, requiring no work on the part of your pawns. For toggling power to a large number of appliances or a strip of power conduits, a power switch may be better suited. | |
===Efficiency=== | ===Efficiency=== |