Difference between revisions of "Wood-fired generator"
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[[Wind turbine]]s are also unlocked via researching [[Research#Electricity|Electricity]]. They require no labor to maintain, but do require a large amount of space free of structures and trees. This can make them difficult to defend, and completely unsuitable in certain base layouts. Wind turbine power output is variable, realistically forcing the construction of [[battery|batteries]] to smooth out periods of low power production. | [[Wind turbine]]s are also unlocked via researching [[Research#Electricity|Electricity]]. They require no labor to maintain, but do require a large amount of space free of structures and trees. This can make them difficult to defend, and completely unsuitable in certain base layouts. Wind turbine power output is variable, realistically forcing the construction of [[battery|batteries]] to smooth out periods of low power production. | ||
− | There is no reason why you can't use both wind and wood-fired generators at the same time, other than the costs of construction. | + | There is no reason why you can't use both wind and wood-fired generators at the same time, other than the costs of construction (which is non-insignificant). If you already have both, you can turn off wooden generators when extra power isn't required, saving them for when wind output is low. |
=== Chemfuel powered generators === | === Chemfuel powered generators === | ||
A [[chemfuel powered generator]] is generally more efficient in terms of both wood and work. Each chemfuel generator generates {{Q|Chemfuel powered generator|Power Consumption}} W of power. Assuming the colony is running a [[biofuel refinery]] to make chemfuel from wood, each consumes {{Icon Small|wood||{{#expr:(4.5/35) * 70}}}} [[wood]] per day and an extra {{Ticks|(4.5/35) * 2000 round 0}} of work. Powering the biofuel refinery takes {{Q|Biofuel refinery|Power Consumption}} W of power, but takes only {{Ticks/gametime|2000}} to produce enough fuel for {{#expr:35/9 round 2}} in-game days of fuel, or on average equivalent of a constant load of only {{#expr:(-{{Q|Biofuel refinery|Power Consumption #}}*(2000/60000))/(35/9) round 2}} W. | A [[chemfuel powered generator]] is generally more efficient in terms of both wood and work. Each chemfuel generator generates {{Q|Chemfuel powered generator|Power Consumption}} W of power. Assuming the colony is running a [[biofuel refinery]] to make chemfuel from wood, each consumes {{Icon Small|wood||{{#expr:(4.5/35) * 70}}}} [[wood]] per day and an extra {{Ticks|(4.5/35) * 2000 round 0}} of work. Powering the biofuel refinery takes {{Q|Biofuel refinery|Power Consumption}} W of power, but takes only {{Ticks/gametime|2000}} to produce enough fuel for {{#expr:35/9 round 2}} in-game days of fuel, or on average equivalent of a constant load of only {{#expr:(-{{Q|Biofuel refinery|Power Consumption #}}*(2000/60000))/(35/9) round 2}} W. | ||
− | The extra {{ticks|(4.5/35) * 2000 round 0}} of work is not nothing, but the reduced wood saves at least {{ticks|((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}} round 0}} of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a [[Plant Work Speed]] of {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}})/((4.5/35) * 2000) round 2}} (Plants skill 13) to make it more work efficient to use the wood fired generator, and this increases to a massive {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * ({{Q|Cypress tree|Harvest Work #}} + {{Q|Cypress tree|Sow Work #}}))/((4.5/35) * 2000) round 2}} if the tree has to be planted as well. This also ignores walking distance; the wood-fired generator often forces colonists to walk further as more trees are harvested. | + | The extra {{ticks|(4.5/35) * 2000 round 0}} of work is not nothing, but the reduced wood saves at least {{ticks|((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}} round 0}} of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a [[Plant Work Speed]] of {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}})/((4.5/35) * 2000) round 2}} (Plants skill 13) to make it more work efficient to use the wood fired generator, and this increases to a massive {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * ({{Q|Cypress tree|Harvest Work #}} + {{Q|Cypress tree|Sow Work #}}))/((4.5/35) * 2000) round 2}} speed if the tree has to be planted as well. This also ignores walking distance; the wood-fired generator often forces colonists to walk further as more trees are harvested. |
Also, you can make chemfuel out of [[raw food]]; {{Icon Small|corn}} [[corn plant|corn]] or even {{Icon Small|rice}} [[rice plant|rice]] take much less work to cultivate than trees, while taking up less space. Meanwhile, [[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]] take much less work to cultivate than trees, while taking up less space. Meanwhile, [[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 acquire. If you have them, chemfuel becomes even more efficient | + | One flaw is that [[Research#Biofuel refining|Biofuel Refining]] costs 700 points of research to acquire. However, [[boomalope]]s require no research to acquire, and can graze on grass. If you have them, chemfuel becomes even more efficient. |
== Version history == | == Version history == |
Revision as of 05:47, 22 December 2022
Wood-fired generator
Produces power by consuming wood. Must be periodically loaded with wood fuel by hand.
Base Stats
- 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)
A wood-fired generator is a power source that runs by burning wood as fuel, producing some heat as a byproduct.
Acquisition
Wood-fired generators can be constructed once the Electricity research project has been completed. They require 100 Steel, 2 Components, 2,500 ticks (41.67 secs) of work, and a Construction skill of 4.
Summary
The wood-fired generator consumes 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].
Analysis
Wood-fired generators incur considerable labor costs for chopping and hauling wood, but provide an improvement from neolithic technology.
Wood powered appliances
A variety of buildings are powered directly by wood, such as campfires and torch lamps. It is significantly more efficient to fuel a generator and run the electric equivalents, if all 1000 W of power is used. The generator does not scale with power use, so if power is wasted, then fueled versions may be superior. In addition, electric buildings require more infrastructure, and are vulnerable to solar flares and other interuptions.
Wood-powered appliance | Wood per day | Electric equivalent | Equivalent wood per day[1] |
---|---|---|---|
Campfire[2] (roofed) | 10 | Heater[2] | 3.85 |
Passive cooler[2] | 10 | Cooler[2] | 4.4 |
Fueled stove | 160[Verify] | Electric stove[3] | 7.7 |
Fueled smithy | ?[Detail] | Electric smithy[3] | 4.62 |
Torch lamp (roofed) | 2 | Standing lamp[4] | 0.66 |
- ↑ Equivalent wood per day is assuming is the percentage of a wood fired generator power generation multiplied by the generators wood consumption. Note that this assumes that the generators entire production capacity is used.
- ↑ 2.0 2.1 2.2 2.3 Campfires and passive coolers regulate temperature at the same rate as heaters and coolers, but have a maximum/minimum temperature. In addition, both campfires and passive coolers are unable to be turned off, consuming wood until none is left.
- ↑ 3.0 3.1 Fueled stoves and smithies only consume power when being actively worked, while electric stoves and smithies have to manually toggled off to save power. This comparison assumes they are on for the same length of time.
- ↑ Standing lamps don't produce heat, unlike torch lamps, but light a larger area. This also does not include the effect of the Advanced lighting halving the power consumption.
Wind turbines
Wind turbines are also unlocked via researching Electricity. They require no labor to maintain, but do require a large amount of space free of structures and trees. This can make them difficult to defend, and completely unsuitable in certain base layouts. Wind turbine power output is variable, realistically forcing the construction of batteries to smooth out periods of low power production.
There is no reason why you can't use both wind and wood-fired generators at the same time, other than the costs of construction (which is non-insignificant). If you already have both, you can turn off wooden generators when extra power isn't required, saving them for when wind output is low.
Chemfuel powered generators
A chemfuel powered generator is generally more efficient in terms of both wood and work. Each chemfuel generator generates 1,000 W of power. Assuming the colony is running a biofuel refinery to make chemfuel from wood, each consumes 9 wood per day and an extra 257 ticks (4.28 secs) of work. Powering the biofuel refinery takes -170 W of power, but takes only 2,000 ticks (0.8 in-game hours) to produce enough fuel for 3.89 in-game days of fuel, or on average equivalent of a constant load of only 1.46 W.
The extra 257 ticks (4.28 secs) of work is not nothing, but the reduced wood saves at least 390 ticks (6.5 secs) of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a Plant Work Speed of 152% (Plants skill 13) to make it more work efficient to use the wood fired generator, and this increases to a massive 489% speed if the tree has to be planted as well. This also ignores walking distance; the wood-fired generator often forces colonists to walk further as more trees are harvested.
Also, you can make chemfuel out of raw food; corn or even rice take much less work to cultivate than trees, while taking up less space. Meanwhile, 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, and can graze on grass. If you have them, chemfuel becomes even more efficient.
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.