Difference between revisions of "Large mech recharger"
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| description = Medium, heavy, and ultraheavy mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time. | | description = Medium, heavy, and ultraheavy mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time. | ||
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Biotech (Buildings) |
| placeable = | | placeable = | ||
| path cost = | | path cost = | ||
− | | passability = | + | | passability = impassable |
| blockswind = | | blockswind = | ||
| cover = | | cover = | ||
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== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
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The majority of heavy mechs are designed for combat. You can keep these mechs dormant until an actual combat situation arises, which saves a lot of power. In practice, a mech that is never damaged and turned off diligently can survive for months and years at a time, just using the power from dormant self-charging. If mechs are dormant for most of the time, then you can keep the recharger off, too. | The majority of heavy mechs are designed for combat. You can keep these mechs dormant until an actual combat situation arises, which saves a lot of power. In practice, a mech that is never damaged and turned off diligently can survive for months and years at a time, just using the power from dormant self-charging. If mechs are dormant for most of the time, then you can keep the recharger off, too. | ||
− | If your mechs never get hurt, and you | + | If your mechs never get hurt, and you aren't using a [[tunneler]] for mining, you can delay building this recharger indefinitely. |
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
+ | * [[Version/1.4.3528|1.4.3528]] - Fix: Mech charger exceeding 100% full of waste if partially emptied. | ||
+ | * [[Version/1.4.3563|1.4.3563]] - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area. | ||
− | [[Category: | + | {{Nav|biotech|wide}} |
+ | [[Category:Biotech (Buildings)]] |
Latest revision as of 12:08, 27 September 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Also ensure parity with Mech recharger. |
Large mech recharger
Medium, heavy, and ultraheavy mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time.
Base Stats
- Type
- Building – Biotech (Buildings)
- Mass
- 25 kg
- HP
- 250
- Flammability
- 50%
Building
- Size
- 3 × 2
- Passability
- impassable
- Power
- -400 W
Creation
- Required Research
- Standard mechtech
- Skill Required
- Construction 5
- Work To Make
- 8,000 ticks (2.22 mins)
Large mech rechargers are buildings added by the Biotech DLC that allow the recharging of medium, heavy, and ultraheavy mechanoids.
Acquisition[edit]
Large mech rechargers can be constructed once the standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires 250 Steel, 2 Components, 8,000 ticks (2.22 mins) of work modified by the construction speed of the builder, and a construction skill of 5.
Summary[edit]
Large mech rechargers constantly consume -400 W of direct, electrical power, even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.
Mech rechargers can recharge medium, heavy, and ultraheavy mechanoids. This includes:
A recharger gives the mechanoid 50% of their power need per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 toxic wastepacks from the recharger. The exact amount of waste technically depends on the mechanoid. The existence of waste does not stop the recharger.
Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a control group of mechs can be commanded to recharge (or avoid recharging) at will.
Analysis[edit]
The majority of heavy mechs are designed for combat. You can keep these mechs dormant until an actual combat situation arises, which saves a lot of power. In practice, a mech that is never damaged and turned off diligently can survive for months and years at a time, just using the power from dormant self-charging. If mechs are dormant for most of the time, then you can keep the recharger off, too.
If your mechs never get hurt, and you aren't using a tunneler for mining, you can delay building this recharger indefinitely.
Version history[edit]
- Biotech DLC Release - Added.
- 1.4.3528 - Fix: Mech charger exceeding 100% full of waste if partially emptied.
- 1.4.3563 - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.