Difference between revisions of "Bioferrite generator"
(7 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{Anomaly}} | {{Anomaly}} | ||
− | |||
− | |||
{{Infobox main|building | {{Infobox main|building | ||
| name = Bioferrite generator | | name = Bioferrite generator | ||
| image = BioferriteGenerator north.png | | image = BioferriteGenerator north.png | ||
− | | description = An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat. | + | | description = An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat.<br/>Because of the destruction of psychically active bioferrite, this device generates an uncomfortable psychic drone which disturbs those who pass nearby. |
| type = Building | | type = Building | ||
| type2 = Power | | type2 = Power | ||
Line 34: | Line 32: | ||
| resource 4 = Shard | | resource 4 = Shard | ||
| resource 4 amount = 1 | | resource 4 amount = 1 | ||
+ | | fuel filter = Bioferrite | ||
+ | | fuel capacity = 60.0 | ||
+ | | fuel consumption rate = 6 | ||
}} | }} | ||
Line 42: | Line 43: | ||
== Summary == | == Summary == | ||
− | A bioferrite generator consumes {{Icon Small|bioferrite}} 6 [[bioferrite]] per day and generates a constant 4000W as long as it is switched on and fueled. | + | {{Stub|section=1|reason=AoE of moodlet, thought template, whether the mmoodlet persists after leaving the area, does the generator produce light &/or heat?}} |
+ | {{Image Wanted|reason=AoE image in the standard style}} | ||
+ | A bioferrite generator consumes {{Icon Small|bioferrite}} 6 [[bioferrite]] per day and generates a constant 4000W as long as it is switched on and fueled. It can hold up to 60 bioferrite at a time, for a maximum run time of 10 days. Bioferrite consumption is not dependent on how much power is actually drawn. Bioferrite has to be delivered to the generator by a [[Work#Haul|hauler colonist]] or [[lifter]].{{BiotechIcon}} It can be switched off; in the off state it will neither consume bioferrite nor produce power. | ||
− | + | Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, [[Psychic Sensitivity]] does not affect the mood penalty, and even Psychically Deaf pawns will experience the debuff. | |
− | |||
− | Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, [[Psychic Sensitivity]] does not | ||
== Analysis == | == Analysis == | ||
Once available, bioferrite generators are capable of sustaining significant power operations, producing '''x4''' the power of other fueled generators. | Once available, bioferrite generators are capable of sustaining significant power operations, producing '''x4''' the power of other fueled generators. | ||
− | The Bioferrite Generator can be considered an upgrade to the [[Electroharvester]] in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like [[ | + | The Bioferrite Generator can be considered an upgrade to the [[Electroharvester]] in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like [[shambler]]s and [[sightstealer]]s. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like [[revenant]]s, [[devourer]]s and/or [[fleshmass nucleus]], which produce more Bioferrite for their mass, before making the switch. |
== Version history == | == Version history == | ||
* [[Anomaly DLC]] Release - Added. | * [[Anomaly DLC]] Release - Added. | ||
− | + | {{Nav|power|wide}} | |
+ | [[Category:Power]] |
Latest revision as of 20:37, 21 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Bioferrite generator
An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat.
Because of the destruction of psychically active bioferrite, this device generates an uncomfortable psychic drone which disturbs those who pass nearby.
Base Stats
Fuel
- Usable Item(s)
- Bioferrite
- Capacity
- 60.0
- Consumption Rate
- 6
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- False
- Terrain Affordance
- Heavy
- Power
- 4000 W
- Light Radius
- 5.22
- Heat Per Second
- 12
Creation
- Required Research
- Bioferrite generator
- Skill Required
- Construction 6
- Work To Make
- 12,000 ticks (3.33 mins)
Bioferrite generator is a Building which uses Bioferrite to generate Power.
Acquisition[edit]
Bioferrite generators can be constructed once the bioferrite generator research project has been completed. Note that this research requires dark study to unlock. Each requires 50 Steel, 100 Bioferrite, 4 Components, 1 Shard, 12,000 ticks (3.33 mins) of work modified by the construction speed of the builder, and a construction skill of 6.
Once constructed, they cannot be re-installed, they can only be deconstructed.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: AoE of moodlet, thought template, whether the mmoodlet persists after leaving the area, does the generator produce light &/or heat?. |
This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: AoE image in the standard style. |
A bioferrite generator consumes 6 bioferrite per day and generates a constant 4000W as long as it is switched on and fueled. It can hold up to 60 bioferrite at a time, for a maximum run time of 10 days. Bioferrite consumption is not dependent on how much power is actually drawn. Bioferrite has to be delivered to the generator by a hauler colonist or lifter. It can be switched off; in the off state it will neither consume bioferrite nor produce power.
Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, Psychic Sensitivity does not affect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
Analysis[edit]
Once available, bioferrite generators are capable of sustaining significant power operations, producing x4 the power of other fueled generators.
The Bioferrite Generator can be considered an upgrade to the Electroharvester in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like shamblers and sightstealers. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like revenants, devourers and/or fleshmass nucleus, which produce more Bioferrite for their mass, before making the switch.
Version history[edit]
- Anomaly DLC Release - Added.