Difference between revisions of "Unstable power cell"

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== Summary ==  
 
== Summary ==  
Unstable power cells output a continous 400W of power without fuel or weather dependence, only stopping during [[solar flare]]s and equivalent events that disable all electric objects. They glow with a radius of 4. When damaged below 50% of their HP, they have a chance to begin to "sizzle", after {{ticks|240}} they will explode. They also always explode on destruction, but not deconstruction. The resulting explosion has a radius of 9.9 tiles, and does 50 [[Damage types#Bomb|Bomb]] damage.  
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Unstable power cells output a continous 400W of power without fuel or any other dependence. Only an [[event]] that stops all electric devices, like a [[solar flare]], can interrupt this item. They glow with a radius of 4.  
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When damaged below 50% of their HP, they have a chance to begin to "sizzle", after {{ticks|240}} they will explode. They also always explode on destruction, but not deconstruction. The explosion has a radius of 9.9 tiles and does 50 [[Damage types#Bomb|Bomb]] damage. Bomb damage is multiplied against [[wall]]s (x8) and other impassible structures (x4).
  
 
== Analysis ==
 
== Analysis ==
Their large blast radius, high damage and the multipliers [[Damage types#Bomb|Bomb]] damage has against buildings all mean that they are very effective at damaging or outright destroying the mech clusters they spawn in. However, the value of a mobile, maintenance free, and perfectly consistent power source makes them very useful if they can be successfully retrieved from mech clusters without accidentally or intentionally destroying them. If they are captured intact, their deconstruction yield is pitiful and while it is possible to do, it is almost never worth it.
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As bomb damage is very effective against structures, an exploding unstable power cell is very effective against the mech clusters they generate with. Note that other buildings (like [[turret]]s) can also explode when damaged, which can trigger the cell in the process.  
  
Some players are wary of their explosive natures, however it is manageable. Their explosion will deal 400 damage to surrounding walls which is sufficient to destroy any wall weaker than sandstone. But even if it does destroy the wall, the explosion won't damage tiles beyond them. Thus, when used for static power production, they can be kept safe by surrounding them in stone wall cells even if such cells are placed directly next to each other. The fact that they are not only non-flammable like stone walls, but also take no damage at all from [[Damage types#Flame|Flame damage]] renders them completely immune to fires and [[Events#Zzztt...|short circuts]], making only the rare risk of a direct mortar strike possible and even then only if they are not placed under thick rock roofs.
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These buildings are hard to retrieve, and only give a modest sum of power, but they are fairly useful. They are mobile, maintenance free, and perfectly consistent. For example, they can power isolated [[deep drill]]s without the need to run a long power conduit line. They are also useful to supplement your main grid's power. Deconstructing one is almost never worth it.
  
They can be used to power isolated [[deep drill]]s without the need to run a long [[power conduit]] line.
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While their explosive nature can be concerning, it can be managed. If you fully surround the cell with [[wall]]s, then it will be pratically safe:
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*A single explosion cannot damage tiles beyond walls, even if the wall is destroyed. This means your other objects are safe if the cell is walled in.
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*As mechanoid buildings, they are completely immune to fires and [[Events#Zzztt...|short circuts]].
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*Most raiders will not try to break walls if any other target is available. For sappers and breachers, place cells (remember the walls!) inside your base, so you can fight
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Therefore, the only real risk comes from an unlucky [[mortar strike]], which could destroy most things, anyway. For bases with overhead mountain, even this problem is resolved.
  
 
=== Acquisition strategies ===
 
=== Acquisition strategies ===

Revision as of 21:06, 27 November 2022

Unstable power cell

Unstable power cell

A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.

Base Stats

Type
BuildingMechanoid cluster
Market Value
400 Silver
Mass
15 kg
Beauty
-20
HP
200
Flammability
0%
Path Cost
42 (24%)

Building

Size
1 × 1
Minifiable
True
Placeable
False
Passability
pass through only
Cover Effectiveness
35%
Blocks Wind
True
Power
400 W
Light Radius
2.03

Creation

Deconstruct yield
Component 1
Destroy yield
Component 0.5
Technical
thingCategories
BuildingsSpecial


An unstable power cell is a power generation unit that is of Mechanoid origin. The cell has a constant output of 400W and can be placed anywhere, but if damaged can cause a massive explosion. The cell bears some similarities to the Vanometric power cell in that it will create free energy infinitely and can be placed in fortified positions.

Acquisition

The UPC can be claimed and stolen from mechanoid clusters once the cluster is defeated. Beware of mechanoid turret explosions damaging the UPC, resulting in a chain explosion that can easily kill nearby colonists. Their presence presents a strategic choice; detonate the power cells from a distance to make the cluster easier to defeat, or carefully deal with the mechanoids to claim the cells for use in your base.

Summary

Unstable power cells output a continous 400W of power without fuel or any other dependence. Only an event that stops all electric devices, like a solar flare, can interrupt this item. They glow with a radius of 4.

When damaged below 50% of their HP, they have a chance to begin to "sizzle", after 240 ticks (4 secs) they will explode. They also always explode on destruction, but not deconstruction. The explosion has a radius of 9.9 tiles and does 50 Bomb damage. Bomb damage is multiplied against walls (x8) and other impassible structures (x4).

Analysis

As bomb damage is very effective against structures, an exploding unstable power cell is very effective against the mech clusters they generate with. Note that other buildings (like turrets) can also explode when damaged, which can trigger the cell in the process.

These buildings are hard to retrieve, and only give a modest sum of power, but they are fairly useful. They are mobile, maintenance free, and perfectly consistent. For example, they can power isolated deep drills without the need to run a long power conduit line. They are also useful to supplement your main grid's power. Deconstructing one is almost never worth it.

While their explosive nature can be concerning, it can be managed. If you fully surround the cell with walls, then it will be pratically safe:

  • A single explosion cannot damage tiles beyond walls, even if the wall is destroyed. This means your other objects are safe if the cell is walled in.
  • As mechanoid buildings, they are completely immune to fires and short circuts.
  • Most raiders will not try to break walls if any other target is available. For sappers and breachers, place cells (remember the walls!) inside your base, so you can fight

Therefore, the only real risk comes from an unlucky mortar strike, which could destroy most things, anyway. For bases with overhead mountain, even this problem is resolved.

Acquisition strategies

Wallraise, precision grenades to prevent turret explosions, etc

Trivia

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.