Difference between revisions of "Wood-fired generator"

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(→‎Analysis: Rewrote campfire and wind turbine section, small touchup to chemfuel generator section)
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== Analysis ==
 
== Analysis ==
Though there's considerable labor cost for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, it's a big improvement from neolithic technology, and much more stable than wind 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.
  
[[Campfire]]s and [[passive cooler]]s heat/cool exactly as much as their [[heater|electronic]] [[cooler|counterpart]]s, but use {{Icon small|wood}} 10 [[wood]] per day. A wood-fired generator costs {{icon small|wood}} 22 wood and gives 1000 W, able to power ''5'' heaters/coolers, or 1 of them with 800 W to spare. Electricity also powers [[standing lamp]]s, [[electric stove]]s, [[electric tailor bench]]es, and later on, [[machining table]]s and [[hi-tech research bench]]es.
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[[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'' heaters. 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.
  
 
===Wind turbines===
 
===Wind turbines===
[[Wind turbine]]s are the other generator unlocked and usable from Electricity. They require no labor to maintain, assuming the [[floor]] is replaced to prevent tree growth. However, they require a large amount of space - difficult to defend, and impossible for certain colony layouts. Meanwhile,  And, as its power is variable, you'd realistically need [[battery|batteries]] researched. 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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[[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 which can make them  difficult to defend, and unsuitable given certain map 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.
  
 
===Chemfuel generators===
 
===Chemfuel generators===
Assuming you have a [[biofuel refinery]], a [[chemfuel powered generator]] consumes 9 {{icon small|wood}} [[wood]] per day, for 1000 W of power (-170 W with a refinery).
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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.
 
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.
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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]] are faster to cultivate than trees, while [[insect meat]] can be extremely plentiful.
 
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 mantain. If you have them, chemfuel becomes even more efficient to gather, assuming they can graze for extended periods of time.
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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.
  
 
== Version history ==
 
== Version history ==

Revision as of 04:35, 14 November 2022

Wood-fired generator

Wood-fired generator

Produces power by consuming wood. Must be periodically loaded with wood fuel by hand.

Base Stats

Type
BuildingPower
Market Value
265 Silver [Note]
Beauty
-20
HP
300
Flammability
100%
Path Cost
50 (21%)

Building

Size
2 × 2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
75%
Blocks Wind
True
Terrain Affordance
Medium
Power
1000 W
Light Radius
3.44
Heat Per Second
6

Creation

Required Research
Electricity
Skill Required
Construction 4
Work To Make
2,500 ticks (41.67 secs)
Resources to make
Steel 100 + Component 2
Deconstruct yield
Steel 50 + Component 1
Destroy yield
Steel 25 + Component 0 - 1

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 1,000W 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.

Acquisition

Wood-fired generators can be constructed once the Electricity research project has been completed. They require Steel 100 Steel, Component 2 Components, 2,500 ticks (41.67 secs) of work, and a Construction skill of 4.

Summary

The wood-fired generator consumes 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 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 3.442 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[Exact mechanic unclear]. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.[Confirmation needed]

Analysis

Wood-fired Generators incur considerable labor costs for chopping and hauling wood, but provide an improvement from neolithic technology.

Campfires use Wood 10 wood per day. A wood-fired generator costs Wood 22 wood and gives 1000 W, enough to power 5 heaters. Excess power can be used in numerous ways- such as standing lamps, turrets, electric stoves, electric tailor benches, machining tables and hi-tech research benches.

Wind turbines

Wind turbines 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 which can make them difficult to defend, and unsuitable given certain map layouts. Wind Turbine power output is variable, realistically forcing the construction of 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.

Chemfuel generators

A chemfuel powered generator consumes 9 Wood wood per day, for 1000 W of power - or 830 W if the colony is running a biofuel refinery to make chemfuel.

Chemfuel costs 270 ticks (4.5 secs) of work to refine for a day's worth of it. Getting 11 wood from harvesting wild Saguaro cacti takes 220 ticks (3.67 secs) of work for the same time. However, cacti are rare in the biomes they're found in, and every other tree is much worse, with 330 ticks (5.5 secs) 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 trees taking 880 ticks (14.67 secs) of work.

Also, you can make chemfuel out of raw food; Corn corn or even Rice rice are faster to cultivate than trees, while insect meat can be extremely plentiful.

One flaw is that Biofuel Refining costs 700 points of research to acquire. However, boomalopes 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

  • 0.13.1135 - Added.
  • 0.15.1279 - Fueled generator will consume fuel faster. Fuel duration 5 days -> 3 days 9 hours.
  • Beta 18 - Name changed from fueled generator to wood-fired generator to prevent ambiguity with the Chemfuel powered generator, which was added in the same update. No other changes made.
  • 1.1.0 - Refueling is now toggleable.