Difference between revisions of "Electroharvester"
(→Summary: Electroharvesters harm entities.) |
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== Summary == | == Summary == | ||
− | Intermittently deals mild electrical burns to linked entities. Generates modest amounts of power depending on entity contained; 400 for one gorehulk. | + | Intermittently deals mild electrical burns to linked entities. Generates modest amounts of power depending on entity contained; 400 for one [[gorehulk]]. |
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+ | A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable compared to other entities{{Check Tag|others?|I know that this is the case for shamblers, but are there any other entities that do not regenerate health?}}. | ||
== Analysis == | == Analysis == |
Revision as of 18:41, 13 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Electroharvester
An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity. The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it. Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape. An electroharvester can link to up to four platforms. However, each holding platform can support only one electroharvester.
Base Stats
- Type
- [[{{{type}}}]]
INTRO TEXT
Acquisition
Requires 50 steel, 25 bioferrite, and one component. Requires the Electroharvester research, a basic dark research.
Summary
Intermittently deals mild electrical burns to linked entities. Generates modest amounts of power depending on entity contained; 400 for one gorehulk.
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial. Because of their inability to regenerate health, shamblers will eventually die from these burns, making shambler power non-renewable compared to other entities[others?].
Analysis
Appears much inferior to the Bioferrite generator and should be replaced when possible. The containment penalty it inflicts is considerable. Might be worth using with specific entities as power generation depends on the entity in question; further testing needed.
Version history
- Anomaly DLC Release - Added.
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