Difference between revisions of "Electroharvester"

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m (→‎Analysis: added link to bioferrite generator)
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{{Anomaly}}
 
{{Anomaly}}
{{Spoiler}}
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{{Infobox main|building
{{Stub|reason=General}}
 
{{Infobox main<!-- Add infobox category here -->
 
 
| name = Electroharvester  
 
| name = Electroharvester  
 
| image = Electroharvester south.png
 
| image = Electroharvester south.png
| description = 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.<br>Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape.<br>An electroharvester can link to up to four platforms. However, each holding platform can support only one electroharvester.
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| description = 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.<br/>Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape.<br/>An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester.
 +
<!-- Base Stats -->
 
| type = Building
 
| type = Building
 
| type2 = Anomaly (Buildings)
 
| type2 = Anomaly (Buildings)
 +
| mass base = 20
 +
| beauty = -10
 +
| hp = 250
 +
| flammability = 0.75
 +
| path cost = 50
 +
<!-- Building -->
 +
| size = 2 * 1
 +
| minifiable = true
 +
| passability = pass through only
 +
| cover = 0.9
 +
<!-- Creation -->
 +
| research = Electroharvester
 +
| skill 1 = construction
 +
| skill 1 level = 4
 +
| work to make = 4000
 +
| resource 1 = Component
 +
| resource 1 amount = 1
 +
| resource 2 = Bioferrite
 +
| resource 2 amount = 25
 +
| resource 3 = Steel
 +
| resource 3 amount = 50
 +
<!-- Technical -->
 +
| defName = Electroharvester
 +
| label = electroharvester
 +
<!-- Unsorted -->
 +
| thingClass = Building_Electroharvester
 +
| tickerType = Normal
 +
| ai_chillDestination = false
 +
| buildingTags = Anomaly
 +
| drawerType = MapMeshAndRealTime
 +
| altitudeLayer = Building
 +
| designationCategory = Anomaly
 +
| canOverlapZones = false
 +
| thingCategories = BuildingsPower
 +
| flickable = true
 +
| transmitsPower = true
 +
| breakdownable = true
 +
| compClass = CompFacilityInactiveWhenElectricityDisabled
 +
| maxDistance = 5.1
 +
| ContainmentStrength = -25
 +
| stunnable = true
 +
| useLargeEMPEffecter = true
 +
| affectedDamageDefs = EMP
 
}}
 
}}
  
INTRO TEXT
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The '''Electroharvester''' is a building that harnessess usable power from contained [[Entities]], at the cost of containment strength reduction and occasional injuries.
  
 
== Acquisition ==
 
== Acquisition ==
Requires 50 steel, 25 bioferrite, and one component.  Requires the Electroharvester research, a basic dark research.
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{{Acquisition}}
  
 
== Summary ==  
 
== Summary ==  
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester.
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{{Recode|section=1|reason=Collapsing table of entities and power gen}}
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The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The electroharvester reduces the [[Containment|containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a dangerous 25% while an electroharvester is attached. although this can be situationally useful, it also dramatically increases the risk of catastrophic failure. Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength.
  
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, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.
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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, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable.{{Check Tag|Bulbfreak pops?}} Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.
  
Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength. It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly increase the Escape interval of an entity, which is influenced by movement of a pawn.
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It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly lengthen the period of time between escapes, as it is influenced by movement of a pawn. If the [[sentience]] ([[consciousness]] for entities) of a pawn falls below 30%, the entity will become incapacitated which completely nullifies escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested. This can also prevent the aforementioned death by brain scarring.
  
 
== Analysis ==
 
== 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.
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The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding [[Sightstealer|Sightstealers]], [[Shambler|Shamblers]], and [[Gorehulk|Gorehulks]] can match or surpass the power generation of the [[Chemfuel_powered_generator|Chemfuel]] and [[Wood-fired_generator|Wood]] generators. Compared to [[Solar_generator|Solar]] and [[Wind_turbine|Wind]] generators, the electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or [[Chimera|Chimeras]].
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The [[Bioferrite generator]] can be seen as a direct lategame upgrade to the electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a bioferrite generator as they are not mutually exclusive.
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The wounds inflicted by the electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.
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Production rates of [[Twisted meat]] from [[Fleshmass nucleus|fleshmass nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.
  
 
== Version history ==
 
== Version history ==
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{{Nav|anomaly|wide}}
 
{{Nav|anomaly|wide}}
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{{Nav|power|wide}}
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[[Category:Anomaly (Buildings)]]
 
[[Category:Anomaly (Buildings)]]

Revision as of 21:43, 24 August 2024

Electroharvester

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 connect to multiple platforms. However, each holding platform can only support one electroharvester.

Base Stats

Type
BuildingAnomaly (Buildings)
Market Value
160 Silver [Note]
Mass
20 kg
Beauty
-10
HP
250
Flammability
75%
Path Cost
50 (21%)

Building

Size
2 × 1
Minifiable
True
Passability
pass through only
Cover Effectiveness
75%

Creation

Required Research
Electroharvester
Skill Required
Construction 4
Work To Make
4,000 ticks (1.11 mins)
Resources to make
Component 1 + Bioferrite 25 + Steel 50
Deconstruct yield
Component 0 - 1 + Bioferrite 12 - 13 + Steel 25
Destroy yield
Component 0 - 1 + Bioferrite 6 - 7 + Steel 12 - 13
Technical
defName
Electroharvester
thingCategories
BuildingsPower
buildingTags
Anomaly


The Electroharvester is a building that harnessess usable power from contained Entities, at the cost of containment strength reduction and occasional injuries.

Acquisition

Electroharvesters can be constructed once the electroharvester research project has been completed. Note that this research requires dark study to unlock. Each requires Component 1 Component, Bioferrite 25 Bioferrite, Steel 50 Steel, 4,000 ticks (1.11 mins) of work modified by the construction speed of the builder, and a construction skill of 4.

Summary

The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined body size of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a gorehulk has a body size of 2, and contributes 400 watts to an electroharvester. The electroharvester reduces the containment strength of all connected platforms by -25. Additionally, it significantly increases the activity gain of connected entities. For example, a nociosphere normally gains 10% activity per day, but this jumps up to a dangerous 25% while an electroharvester is attached. although this can be situationally useful, it also dramatically increases the risk of catastrophic failure. Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength.

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, around 1-3 HP[check] of damage with an MTB of 2 days. Because of their inability to regenerate health, shamblers will eventually die from these burns, making shambler power non-renewable.[Bulbfreak pops?] Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.

It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly lengthen the period of time between escapes, as it is influenced by movement of a pawn. If the sentience (consciousness for entities) of a pawn falls below 30%, the entity will become incapacitated which completely nullifies escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested. This can also prevent the aforementioned death by brain scarring.

Analysis

The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding Sightstealers, Shamblers, and Gorehulks can match or surpass the power generation of the Chemfuel and Wood generators. Compared to Solar and Wind generators, the electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or Chimeras.

The Bioferrite generator can be seen as a direct lategame upgrade to the electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a bioferrite generator as they are not mutually exclusive.

The wounds inflicted by the electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.

Production rates of Twisted meat from fleshmass nuclei rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.

Version history