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 | + | 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 {{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 == | ||
− | + | 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. | |
− | + | 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. | |
− | + | 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: | |
+ | *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 [[Events#Zzztt...|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 === | === Acquisition strategies === |
Revision as of 21:06, 27 November 2022
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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
- Building – Mechanoid cluster
- 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
- 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
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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.