Difference between revisions of "Breakdown"

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(2= headers and removing of all the effects (there's no need to list all of them, if we already have a list of buildings))
(→‎Repairing: Broke up into paragraphs. Added time of repair. Added blurb about maxing out success chance.)
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=== Repairing ===
 
=== Repairing ===
 
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]
 
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's [[Repair Success Chance]]. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require [[advanced component]]s.
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When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. The job takes {{Ticks|1000}}, regardless of external factors like skill or [[global work speed]].
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A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.
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Repairing will never require [[advanced component]]s.
  
 
== Affected Buildings ==
 
== Affected Buildings ==

Revision as of 22:39, 17 November 2022

Summary

The icon used to show buildings in need of repair.

A breakdown occurs when the mechanical or electrical components of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an MTB of 13,680,000 ticks (3.8 years). Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.

Effects

Generally, a broken-down building will stop working, behaving as though it has been turned off. The following are special cases:

  • Batteries will not contribute to grid capacity, and will lose any energy they had previously stored.
  • Autodoors will behave like regular doors.

Repairing

A colonist replacing the broken components in a cooler.

When a building breaks down, a colonist with the Construction work type must replace the broken component with a new one, which is consumed in the process. The job takes 1,000 ticks (16.67 secs), regardless of external factors like skill or global work speed.

A successful repair depends on the colonist's Repair Success Chance. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.

Repairing will never require advanced components.

Affected Buildings

Below is an exhaustive list of all buildings that can break down: