Difference between revisions of "Breakdown"
(→Affected buildings: Add breakdownable Anomaly buildings) |
(link fixed) |
||
(3 intermediate revisions by 3 users not shown) | |||
Line 9: | Line 9: | ||
=== Repairing === | === Repairing === | ||
[[File:Colonist replacing broken components.png|thumb|right|A colonist replacing the broken components in a cooler.]] | [[File:Colonist replacing broken components.png|thumb|right|A colonist replacing the broken components in a cooler.]] | ||
− | When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. The job | + | When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. The speed of the repair job is affected by [[Construction Speed]].{{Check Tag|base time|What is the base time to repair}} |
A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. | A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. | ||
Line 16: | Line 16: | ||
==Analysis== | ==Analysis== | ||
− | You should always keep some spare [[component]]s in case some important building breaks down. This is overall a fairly rare | + | You should always keep some spare [[component]]s in case some important building breaks down. This is overall a fairly rare occurrence, but a [[cooler]] malfunctioning during a [[heat wave]] isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it. |
In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items. | In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items. | ||
Line 49: | Line 49: | ||
** {{Icon Small|Foam turret}} [[Foam turret]] | ** {{Icon Small|Foam turret}} [[Foam turret]] | ||
** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]] | ** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]] | ||
− | ** {{Icon Small| | + | ** {{Icon Small|Turret_pack}} [[Turret_pack|Tactical turret]]{{Check Tag|Verify|The ThingDef includes CompProperties_Breakdownable. Pending test to see if they can actually break down.}}{{AnomalyIcon}} |
* [[Structure]]: | * [[Structure]]: | ||
** {{Icon Small|Autodoor}} [[Autodoor]] | ** {{Icon Small|Autodoor}} [[Autodoor]] | ||
Line 65: | Line 65: | ||
** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]] | ** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]] | ||
** {{Icon Small|Proximity detector}} [[Proximity detector]] | ** {{Icon Small|Proximity detector}} [[Proximity detector]] | ||
− | ** {{Icon Small| | + | ** {{Icon Small|Electroharvester}} [[Electroharvester]] |
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]] | ** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]] | ||
** {{Icon small|Serum lab}} [[Serum lab]] | ** {{Icon small|Serum lab}} [[Serum lab]] |
Latest revision as of 04:02, 19 July 2024
Summary[edit]
A breakdown occurs when the mechanical or electrical components of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an MTB of 13,680,000 ticks (3.8 years). Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
A broken-down building will stop working, behaving as though it has been turned off. In addition, batteries lose any energy they had previously stored.
Repairing[edit]
When a building breaks down, a colonist with the Construction work type must replace the broken component with a new one, which is consumed in the process. The speed of the repair job is affected by Construction Speed.[base time]
A successful repair depends on the colonist's Repair Success Chance. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.
Repairing will never require advanced components.
Analysis[edit]
You should always keep some spare components in case some important building breaks down. This is overall a fairly rare occurrence, but a cooler malfunctioning during a heat wave isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it.
In the event of multiple breakdowns, first you should repair any power generators, then any essential temperature buildings, then batteries and other items.
Affected buildings[edit]
Below is an exhaustive list of all buildings that can break down:
- Power generators:
- Temperature:
- Workbenches:
- Turrets:
- Structure:
- Special:
- Miscellaneous:
- Anomaly