Difference between revisions of "Toxifier generator"
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− | {{Biotech}}{{ | + | {{Biotech}} |
+ | {{Infobox main|building | ||
| name = Toxifier generator | | name = Toxifier generator | ||
| image = ToxifierGenerator.png | | image = ToxifierGenerator.png | ||
Line 7: | Line 8: | ||
| placeable = true | | placeable = true | ||
| path cost = | | path cost = | ||
− | | passability = | + | | passability = impassable |
− | | blockswind = | + | | blockswind = false |
| cover = 1 | | cover = 1 | ||
| minifiable = false | | minifiable = false | ||
Line 17: | Line 18: | ||
| power = 1400 | | power = 1400 | ||
| terrain affordance = light | | terrain affordance = light | ||
− | | research = Toxifier | + | | research = Toxifier generator |
| skill 1 = Construction | | skill 1 = Construction | ||
| skill 1 level = 4 | | skill 1 level = 4 | ||
Line 26: | Line 27: | ||
| resource 2 amount = 3 | | resource 2 amount = 3 | ||
}} | }} | ||
− | {{ | + | {{Info|The '''toxifier generator''' is a [[power]] generator added by the [[Biotech DLC]].}} |
== Acquisition == | == Acquisition == | ||
Line 33: | Line 34: | ||
Once constructed, a Toxifier generator cannot be moved, it can only be deconstructed. | Once constructed, a Toxifier generator cannot be moved, it can only be deconstructed. | ||
− | ==Summary== | + | == Summary == |
− | Each generator produces {{P|Power Consumption #}}W and [[Pollution|pollutes]] 6 tiles every 3 days, for an average of 2 tiles a day. The [[pollution]] can spread, up to a 27-tile radius from the bottom-left tile. Once all cells in range are polluted, the generator ceases to work until there are unpolluted tiles again. | + | [[File:Toxifier generator radius.png|260px|thumb|left|Working radius of the toxifier. White tiles mark the pollution area. Once all of these tiles are polluted, power generation will be halted.]] |
+ | Each generator produces {{P|Power Consumption #}}W and [[Pollution|pollutes]] 6 tiles every 3 days, for an average of 2 tiles a day. The [[pollution]] can spread, up to a 27-tile radius from the bottom-left tile. This is an area of 2253 tiles{{Check Tag|Verify|Think its right but need a second person to double check - Be sure to account for RW's weird circles, and don't just use pi*27^2}}. Once all cells in range are polluted, the generator ceases to work until there are unpolluted tiles again. Pollution can spread through constructed walls but not natural ones. This means that generator begining on clear ground will cease working in {{#expr: 2253/((6/3)*60)}} years. | ||
− | + | Unlike [[wood-fired generator|wood-fired]] and [[chemfuel powered generator]]s, toxifier generators do not produce heat or light, and cannot be toggled off. | |
− | |||
− | Colonists can manually pick up pollution, though it is quite slow, and | + | == Analysis == |
+ | Toxifier generators don't actually create ''too'' much pollution. A [[pollution pump]] can convert the output of 2 generators into [[wastepack]]s, which are easy to freeze and store. | ||
+ | |||
+ | A toxifier generator creates the equivalent of 1 [[wastepack]] every 3 days. With a pump, this is equal to 20 wastepacks, or 4 full stacks, per year. A year's worth of waste from ''2'' generators, 8 full stacks, can easily be frozen or otherwise [[toxic wastepack#Disposal|managed]]. An 8x8 room has space for 64 tiles, or 8 years of running 2 generators, and can be frozen with a single [[cooler]] year-round in a temperate [[biome]]. The net power of this setup, {{#expr:{{P|Power Consumption #}}*(2)+{{Q|Pollution pump|Power Consumption #}}*(1) + {{Q|Cooler|Power Consumption #}}*(1)}} W, can be enough to power an entire early- to mid- game colony. | ||
+ | |||
+ | The pollution can be annoying in the long term, especially with [[allied mechanoid|mechanoids]]. However, "free" and invariable power saves quite a bit of labor compared to [[wood-fired generator]]s. Colonists can manually pick up pollution, though it is quite slow, and non-resistant colonists will accumulate [[toxic buildup]]. | ||
=== Clean energy === | === Clean energy === | ||
The toxifier generator's key drawback is its pollution, however, with sufficient infrastructure it can provide net positive power without polluting the map. | The toxifier generator's key drawback is its pollution, however, with sufficient infrastructure it can provide net positive power without polluting the map. | ||
− | Each generator produces an average of 2 tiles of pollution per day. A [[pollution pump]] cleans 4 tiles of pollution per day, where 6 tiles = 1 [[toxic wastepack]]. The [[wastepack atomizer]] destroys 2 wastepacks a day, or 12 pollution tiles per day. Pumps consume {{Q|Pollution pump|Power Consumption #}}W of [[power]], and atomizers consume {{Q|Wastepack atomizer|Power Consumption | + | Each generator produces an average of 2 tiles of pollution per day. A [[pollution pump]] cleans 4 tiles of pollution per day, where 6 tiles = 1 [[toxic wastepack]]. The [[wastepack atomizer]] destroys 2 wastepacks a day, or 12 pollution tiles per day. Pumps consume {{Q|Pollution pump|Power Consumption #}} W of [[power]] each, and atomizers consume {{Q|Wastepack atomizer|Power Consumption}} W. Therefore, a ratio of 6 toxifier generators : 3 pollution pumps : 1 atomizer is fully clean and has a net power of {{#expr:{{P|Power Consumption #}}*(6)+{{Q|Pollution pump|Power Consumption #}}*(3) + {{Q|wastepack atomizer|Power Consumption #}}*(1)}} W. |
+ | |||
+ | == Gallery == | ||
+ | <gallery> | ||
+ | Toxifier polluting.PNG|Toxifier polluting nearby tiles. Note the purple clouds over newly-polluted tiles. | ||
+ | Toxifier generator radius forested.png|Alternative visualization of radius with forest for scale. Green carpets are inside of the pollution zone, red carpets are outside. | ||
+ | </gallery> | ||
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | {{ | + | {{Nav|power|wide}} |
[[Category:Power]] | [[Category:Power]] |
Revision as of 12:00, 30 June 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Toxifier generator
This electrical generator very slowly pollutes the terrain in a radius around it while producing energy. If all terrain in the radius is polluted, the generator will shut down.
Base Stats
Building
- Size
- 2 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Blocks Wind
- False
- Terrain Affordance
- Light
- Power
- 1400 W
Creation
- Required Research
- Toxifier generator
- Skill Required
- Construction 4
- Work To Make
- 8,000 ticks (2.22 mins)
The toxifier generator is a power generator added by the Biotech DLC.
Acquisition
Toxifier generators can be constructed once the Toxifier generator research project has been completed. They require 125 Steel, 3 Components, 8,000 ticks (2.22 mins) of work, and a Construction skill of 4.
Once constructed, a Toxifier generator cannot be moved, it can only be deconstructed.
Summary
Each generator produces 1400W and pollutes 6 tiles every 3 days, for an average of 2 tiles a day. The pollution can spread, up to a 27-tile radius from the bottom-left tile. This is an area of 2253 tiles[Verify]. Once all cells in range are polluted, the generator ceases to work until there are unpolluted tiles again. Pollution can spread through constructed walls but not natural ones. This means that generator begining on clear ground will cease working in 18.775 years.
Unlike wood-fired and chemfuel powered generators, toxifier generators do not produce heat or light, and cannot be toggled off.
Analysis
Toxifier generators don't actually create too much pollution. A pollution pump can convert the output of 2 generators into wastepacks, which are easy to freeze and store.
A toxifier generator creates the equivalent of 1 wastepack every 3 days. With a pump, this is equal to 20 wastepacks, or 4 full stacks, per year. A year's worth of waste from 2 generators, 8 full stacks, can easily be frozen or otherwise managed. An 8x8 room has space for 64 tiles, or 8 years of running 2 generators, and can be frozen with a single cooler year-round in a temperate biome. The net power of this setup, 2400 W, can be enough to power an entire early- to mid- game colony.
The pollution can be annoying in the long term, especially with mechanoids. However, "free" and invariable power saves quite a bit of labor compared to wood-fired generators. Colonists can manually pick up pollution, though it is quite slow, and non-resistant colonists will accumulate toxic buildup.
Clean energy
The toxifier generator's key drawback is its pollution, however, with sufficient infrastructure it can provide net positive power without polluting the map.
Each generator produces an average of 2 tiles of pollution per day. A pollution pump cleans 4 tiles of pollution per day, where 6 tiles = 1 toxic wastepack. The wastepack atomizer destroys 2 wastepacks a day, or 12 pollution tiles per day. Pumps consume -200 W of power each, and atomizers consume -400 W. Therefore, a ratio of 6 toxifier generators : 3 pollution pumps : 1 atomizer is fully clean and has a net power of 7400 W.
Gallery
Version history
- Biotech DLC Release - Added.