Difference between revisions of "Mech recharger"

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As active mechs use only 10% of their power per day, and this structure provides a whopping ''50%'' per day, you can comfortably have many less mech rechargers than mechs. Theoretically a single mech recharger can support ''five'' mechs, but in practice this number will always be lower due to non-optimal utilization.
 
As active mechs use only 10% of their power per day, and this structure provides a whopping ''50%'' per day, you can comfortably have many less mech rechargers than mechs. Theoretically a single mech recharger can support ''five'' mechs, but in practice this number will always be lower due to non-optimal utilization.
  
For colonies that utilize mostly combat mechs (which spend most of their time inactive), this ratio could be even better. The per day drain for inactive mechs is only 2%, meaning such a colony could comfortably keep ''fifty'' combat mechs charged and ready with a single recharger!
+
For colonies that utilize mostly combat mechs (which spend most of their time inactive), this ratio could be even better. The per day drain for inactive mechs is only 2%, meaning such a colony could comfortably keep ''twenty-five'' combat mechs charged and ready with a single recharger!
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.

Revision as of 17:55, 4 June 2023

Mech recharger

Mech recharger

Lightweight mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time.

Base Stats

Type
Building
Market Value
300 Silver [Note]
Mass
25 kg
HP
150
Flammability
50%

Building

Size
3 × 1
Minifiable
False
"PassThroughOnly" is not in the list (impassable, pass through only, standable) of allowed values for the "Passability" property.
Passability
PassThroughOnly
Power
-200 W

Creation

Required Research
Basic mechtech
Work To Make
8,000 ticks (2.22 mins)
Resources to make
Steel 125 + Component 1
Deconstruct yield
Steel 62 - 63 + Component 0 - 1
Destroy yield
Steel 31 - 32 + Component 0 - 1

Mech rechargers are buildings added by the Biotech DLC that allow the recharging of light mechanoids.

Acquisition

Mech rechargers can be constructed once the Basic mechtech research project has been completed. They require Steel 125 Steel, Component 1 Component and 8,000 ticks (2.22 mins) of work

Summary

Mech rechargers constantly require 200 W of direct, electrical power, even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.

Mech rechargers can recharge light mechanoids. This includes:

A recharger gives the mechanoid 50% of their power need per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 toxic wastepacks from the recharger. The exact amount of waste technically depends on the mechanoid, but all light mechanoids excrete 5 wastepacks. The existence of waste does not stop the recharger.

Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a control group of mechs can be commanded to recharge (or avoid recharging) at will.

Analysis

As active mechs use only 10% of their power per day, and this structure provides a whopping 50% per day, you can comfortably have many less mech rechargers than mechs. Theoretically a single mech recharger can support five mechs, but in practice this number will always be lower due to non-optimal utilization.

For colonies that utilize mostly combat mechs (which spend most of their time inactive), this ratio could be even better. The per day drain for inactive mechs is only 2%, meaning such a colony could comfortably keep twenty-five combat mechs charged and ready with a single recharger!

Version history