Difference between revisions of "Chemfuel"
(acquisition analysis) |
(Expanding the table for clarity- its small enough to stay open) |
||
(21 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{Infobox main|resource |
| name = Chemfuel | | name = Chemfuel | ||
| image = Chemfuel.png | | image = Chemfuel.png | ||
| description = A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon. | | description = A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon. | ||
− | | type = Crafted | + | | type = Crafted resources |
| type2 = | | type2 = | ||
| path cost = | | path cost = | ||
Line 18: | Line 18: | ||
| page verified for version = 1.3.3066 | | page verified for version = 1.3.3066 | ||
}} | }} | ||
− | {{ | + | {{Info|'''Chemfuel''' is a resource used to craft explosive weapons and [[mortar shell|ammunition]] as well as fuel the [[chemfuel powered generator]]s and [[pod launcher]]s. If chemfuel catches fire, it will spark briefly before exploding in a fireball. |
In spite of the description, it is in no way necessary for neither the construction nor fueling of your [[ship]].}} | In spite of the description, it is in no way necessary for neither the construction nor fueling of your [[ship]].}} | ||
== Acquisition == | == Acquisition == | ||
− | + | There are several different ways to obtain chemfuel: | |
− | * | + | |
− | + | === Biofuel refinery === | |
+ | [[Biofuel refinery|Biofuel refineries]] can be worked by [[Work#Craft|crafters]] to turn organic matter into chemfuel via two bills: | ||
+ | * Make chemfuel from [[wood]]: Turns {{Icon Small|wood}} 70 wood logs, worth {{Icon Small|Silver||{{#expr: {{Q|Wood|Market Value Base}} * 70}} }} into {{Icon Small|chemfuel}} 35 chemfuel, worth {{Icon Small|Silver||{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}} }}. Takes {{Ticks|2000}} of work, scaling with the [[General Labor Speed]] of the crafter. | ||
+ | * Make chemfuel from [[raw food]]: Turns 3.5 nutrition worth of food ingredients into {{Icon Small|chemfuel}} 35 chemfuel, worth {{Icon Small|Silver||{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}} }}. Takes {{Ticks|2500}} of work, scaling with the [[General Labor Speed]] of the crafter. | ||
+ | ** [[Hay]] or [[meal]]s are not accepted, though [[kibble]] made with hay will work. Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood. | ||
+ | |||
+ | === Boomalopes === | ||
+ | Chemfuel is produced when a [[Work#Handle|animal handler]] milks a tamed, adult [[boomalope]] of either gender. The base amount produced is {{Icon Small|chemfuel||{{Q|Boomalope|Milk Amount}} }} but the amount scales with [[Animal Gather Yield]] of the handler. Handlers will milk boomalopes when they are ready, producing chemfuel which will then be left on the ground. Boomalopes can be milked at a base frequence of once every {{#ifeq: 1|{{Q|Boomalope|Milking Interval Days}}|day|{{Q|Boomalope|Milking Interval Days}} days}}, however frequence is also affected by the [[saturation]] of the animal. Chemfuel production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving. | ||
+ | |||
+ | Milking an animal takes {{Ticks|400}} of work, regardless of the amount of chemfuel produced, and only modified by the [[Animal Gather Speed]] of the handler. | ||
+ | |||
+ | === Infinite chemreactors === | ||
+ | An [[infinite chemreactor]] generates {{Icon Small|Chemfuel||75}} chemfuel every {{Ticks/gametime|600000}} as long as it is powered by {{#expr:-{{Q|Infinite chemreactor|Power Consumption}} }}W. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile. | ||
+ | |||
+ | This process requires no work or input from any pawns. | ||
+ | |||
+ | === Other === | ||
+ | It can also be purchased from [[trade]]rs. | ||
== Summary == | == Summary == | ||
− | Mostly used in crafting, however when damaged beyond 1/3rd of its health, it will spark and emit a hissing sound and will explode after between {{ | + | Mostly used in crafting, however when damaged beyond 1/3rd of its health, it will spark and emit a hissing sound and will explode after between {{Ticks|70}} and {{Ticks|150}}, dealing 10 [[Damage Type#Flame|Flame]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single unit of chemfuel covering a 1.1 tile radius, and expanding this radius proportional to the square root of the stack size times 0.037 up to a maximum radius of {{#expr: 1.1+((149*0.037)^0.5) round 2}} tiles at a full stack of 150. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn. |
The market value of chemfuel is not affected by its hit points, so [[deterioration|deteriorated]] or damaged chemfuel still [[trade|sells]] for its normal price. | The market value of chemfuel is not affected by its hit points, so [[deterioration|deteriorated]] or damaged chemfuel still [[trade|sells]] for its normal price. | ||
Line 36: | Line 53: | ||
* [[Chemfuel generator]]s | * [[Chemfuel generator]]s | ||
* [[Pod launcher]]s | * [[Pod launcher]]s | ||
+ | * [[Rocketswarm launcher]]s | ||
* [[Smokepop pack]]s | * [[Smokepop pack]]s | ||
+ | * [[Firefoam pop pack]]s | ||
* [[Jump pack]]s {{RoyaltyIcon}} | * [[Jump pack]]s {{RoyaltyIcon}} | ||
* [[Locust armor]] {{RoyaltyIcon}} | * [[Locust armor]] {{RoyaltyIcon}} | ||
Line 42: | Line 61: | ||
It is also an ingredient in the following crafting recipes: | It is also an ingredient in the following crafting recipes: | ||
− | {{Ingredient List}} | + | {{Ingredient List|noCollapse=1}} |
− | ==Analysis== | + | == Analysis == |
Due to its volatile nature, it should be stored safely away from flammables and electric circuits, in small compartments which contain small stock so an explosion won't destroy your entire stock. This should not be stored with mortar shells. Be careful, as a pawn may decide to let out their stress by beating up a chemfuel container until it explodes. But with a little creativity, careful placement of chemfuel stockpiles can be used as components in base [[defense]]. | Due to its volatile nature, it should be stored safely away from flammables and electric circuits, in small compartments which contain small stock so an explosion won't destroy your entire stock. This should not be stored with mortar shells. Be careful, as a pawn may decide to let out their stress by beating up a chemfuel container until it explodes. But with a little creativity, careful placement of chemfuel stockpiles can be used as components in base [[defense]]. | ||
− | ===Methods of acquiring=== | + | === Methods of acquiring === |
− | Infinite | + | [[Infinite chemreactor]]s are better than [[boomalope]]s, which are better than [[biofuel refinery|refining]] organics or wood. |
− | + | ||
− | + | An infinite chemreactor is entirely free fuel, taking 0 work or items, only [[power]]. One chemreactor can fully load a [[chemfuel generator]], providing both 700 W of extra power and some fuel to spare. However, they are exclusively a [[quest]] reward. In addition, the production per day is somewhat slow. These factors inherently limit its viability as a colony's sole source of chemfuel. | |
− | + | ||
− | + | Boomalopes can graze on grass for free, and feeding them [[haygrass]] or [[corn]] still gives more chemfuel per nutrition than a refinery. So long as Animals skill > 4, milking a boomalope itself takes less work than a refinery. Of course, this comes at the usual explosive risk, and boomalopes may not always be available. | |
− | |||
− | Even a wood-fueled biofuel refinery is | + | Refineries are the most consistently available way of obtaining chemfuel, but require the most work. Even a wood-fueled biofuel refinery and [[chemfuel generator]] is both more wood- and work- efficient than a [[wood-fired generator]] - don't shy away from using one. |
+ | * If you have to grow things yourself, growing [[corn]] is much less work (per chemfuel) than growing trees. You can also use [[insect meat]] / [[human meat]] / [[hay]]-created [[kibble]] in a refinery with no penalty. | ||
+ | * If your [[biome]] has many trees, then harvesting wood can be a viable alternative to converting organics. | ||
== Version history == | == Version history == | ||
− | + | * Beta 19 - Chemfuel can no longer be acquired by [[deep drill]]ing. | |
[[Category:Crafted Resource]] | [[Category:Crafted Resource]] |
Latest revision as of 06:19, 18 June 2024
Chemfuel
A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon.
Base Stats
- Type
- Crafted resources
- Stack Limit
- 150
- Mass
- 0.05 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 200%
- defName
- Chemfuel
- thingCategories
- Manufactured
Chemfuel is a resource used to craft explosive weapons and ammunition as well as fuel the chemfuel powered generators and pod launchers. If chemfuel catches fire, it will spark briefly before exploding in a fireball.
In spite of the description, it is in no way necessary for neither the construction nor fueling of your ship.
Acquisition[edit]
There are several different ways to obtain chemfuel:
Biofuel refinery[edit]
Biofuel refineries can be worked by crafters to turn organic matter into chemfuel via two bills:
- Make chemfuel from wood: Turns 70 wood logs, worth 84 into 35 chemfuel, worth 80.5. Takes 2,000 ticks (33.33 secs) of work, scaling with the General Labor Speed of the crafter.
- Make chemfuel from raw food: Turns 3.5 nutrition worth of food ingredients into 35 chemfuel, worth 80.5. Takes 2,500 ticks (41.67 secs) of work, scaling with the General Labor Speed of the crafter.
Boomalopes[edit]
Chemfuel is produced when a animal handler milks a tamed, adult boomalope of either gender. The base amount produced is 11 but the amount scales with Animal Gather Yield of the handler. Handlers will milk boomalopes when they are ready, producing chemfuel which will then be left on the ground. Boomalopes can be milked at a base frequence of once every day, however frequence is also affected by the saturation of the animal. Chemfuel production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.
Milking an animal takes 400 ticks (6.67 secs) of work, regardless of the amount of chemfuel produced, and only modified by the Animal Gather Speed of the handler.
Infinite chemreactors[edit]
An infinite chemreactor generates 75 chemfuel every 600,000 ticks (10 in-game days) as long as it is powered by 300W. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile.
This process requires no work or input from any pawns.
Other[edit]
It can also be purchased from traders.
Summary[edit]
Mostly used in crafting, however when damaged beyond 1/3rd of its health, it will spark and emit a hissing sound and will explode after between 70 ticks (1.17 secs) and 150 ticks (2.5 secs), dealing 10 Flame damage in a radius around itself. The radius depends on the quantity in the stack, with a single unit of chemfuel covering a 1.1 tile radius, and expanding this radius proportional to the square root of the stack size times 0.037 up to a maximum radius of 3.45 tiles at a full stack of 150. This explosion leaves Chemfuel puddles which will then ignite and burn.
The market value of chemfuel is not affected by its hit points, so deteriorated or damaged chemfuel still sells for its normal price.
Usage[edit]
Chemfuel is used to refuel the following:
- Chemfuel generators
- Pod launchers
- Rocketswarm launchers
- Smokepop packs
- Firefoam pop packs
- Jump packs
- Locust armor
- Phoenix armor
It is also an ingredient in the following crafting recipes:
Product | Ingredients | Type [ExpandCollapse] |
---|---|---|
Foam turret | 30 (Metallic, 300 for SMVs) + 70 + 3 + 140 | Building - Security |
Rocketswarm launcher | 20 + 200 + 2 + 180 | Building - Security |
High-explosive shell | 15 + 15 | Crafted resources - Mortar shell |
Incendiary shell | 10 + 20 | Crafted resources - Mortar shell |
Frag grenades | 20 + 80 | Equipment - Weapons |
Molotov cocktails | 25 + 80 | Equipment - Weapons |
Firefoam pop pack | 20 + 1 + 30 | Gear - Utility |
Smokepop pack | 20 + 1 + 40 | Gear - Utility |
Tox shell | 10 + 10 | Crafted resources - Mortar shell |
Gas mask | 20 + 20 | Gear - Clothing |
Tox pack | 10 + 1 + 35 | Gear - Utility |
Locust armor | 120 + 10 + 3 + 3 + 100 | Gear - Armor |
Phoenix armor | 150 + 50 + 6 + 75 + 4 + 40 | Gear - Armor |
Jump pack | 30 + 3 + 100 | Gear - Utility |
Analysis[edit]
Due to its volatile nature, it should be stored safely away from flammables and electric circuits, in small compartments which contain small stock so an explosion won't destroy your entire stock. This should not be stored with mortar shells. Be careful, as a pawn may decide to let out their stress by beating up a chemfuel container until it explodes. But with a little creativity, careful placement of chemfuel stockpiles can be used as components in base defense.
Methods of acquiring[edit]
Infinite chemreactors are better than boomalopes, which are better than refining organics or wood.
An infinite chemreactor is entirely free fuel, taking 0 work or items, only power. One chemreactor can fully load a chemfuel generator, providing both 700 W of extra power and some fuel to spare. However, they are exclusively a quest reward. In addition, the production per day is somewhat slow. These factors inherently limit its viability as a colony's sole source of chemfuel.
Boomalopes can graze on grass for free, and feeding them haygrass or corn still gives more chemfuel per nutrition than a refinery. So long as Animals skill > 4, milking a boomalope itself takes less work than a refinery. Of course, this comes at the usual explosive risk, and boomalopes may not always be available.
Refineries are the most consistently available way of obtaining chemfuel, but require the most work. Even a wood-fueled biofuel refinery and chemfuel generator is both more wood- and work- efficient than a wood-fired generator - don't shy away from using one.
- If you have to grow things yourself, growing corn is much less work (per chemfuel) than growing trees. You can also use insect meat / human meat / hay-created kibble in a refinery with no penalty.
- If your biome has many trees, then harvesting wood can be a viable alternative to converting organics.
Version history[edit]
- Beta 19 - Chemfuel can no longer be acquired by deep drilling.