Difference between revisions of "Geothermal generator"
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==Analysis== | ==Analysis== | ||
[[File:Geothermal-defense.png|thumb|200px|left|Reasonably defended generator. Most raiders won't try to target this. Leave it unroofed.]] | [[File:Geothermal-defense.png|thumb|200px|left|Reasonably defended generator. Most raiders won't try to target this. Leave it unroofed.]] | ||
− | Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation | + | Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. Consider researching [[Research#{{P|Required Research}}|{{P|Required Research}}]] relatively early, to provide eternal power for your growing base. |
− | As they usually make up a significant portion of a colony's power generation | + | As they usually make up a significant portion of a colony's power generation and are relatively expensive, you should protect your vulnerable generators. A single layer of nonflammable, [[stone]] [[wall]]s is usually enough. Raiders which are not [[breacher]]s or [[sappers]] will never target anything behind a layer of walls, so long as they have another valid target (colonist, roaming animal, furniture) without breaking a wall or door. Breachers and sappers will only target walls if they'd be in the way. Multiple layers of walls can be used for extra protection, if so desired. |
− | A small, | + | A small, 8x8 interior is enough to extinguish fires that happen to start on the generator. Leave the generator room's [[roof|unroofed]] to prevent overheating. As the generator's [[component]]s can break down, leave a [[door]] so you can access it. However, as these generators rarely catch fire or break down, you can also build a 6x6 room without door around them and just deconstruct the wall whenever you need to access the inside. The power lines connecting the generators to your base should be constructed from [[hidden conduit]] to avoid being broken by raiders. |
In cold [[biomes]], the heat from the geyser itself can be beneficial. The amount of heat it provides is only a little more than a normal [[heater]].{{Check Tag|Fact Check}} It cannot be controlled normally, though you can open/close doors, vents, or tear down roof or walls. Depending on the outside temperature, if closed under roof a geothermal generator can heat up to 8 rooms of 6x6 placed symmetrically around it with a 1 tile corridor in between. | In cold [[biomes]], the heat from the geyser itself can be beneficial. The amount of heat it provides is only a little more than a normal [[heater]].{{Check Tag|Fact Check}} It cannot be controlled normally, though you can open/close doors, vents, or tear down roof or walls. Depending on the outside temperature, if closed under roof a geothermal generator can heat up to 8 rooms of 6x6 placed symmetrically around it with a 1 tile corridor in between. |
Latest revision as of 17:27, 12 November 2024
Geothermal generator
Produces electricity from geothermal steam geysers. Must be placed on a steam geyser.
Base Stats
Building
- Size
- 6 × 6
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Heavy
- Power
- 3600 W
Creation
- Required Research
- Geothermal power
- Skill Required
- Construction 8
- Work To Make
- 12,000 ticks (3.33 mins)
The geothermal generator is a power generator that can be built on top of a steam geyser to convert natural heat into electrical power, providing a constant 3,600W. Steam geysers are randomly generated per map, sometimes close to each other, others scattered towards the edges or center. Colonies are often seen built in their proximity from early days for future benefit.
Acquisition[edit]
Geothermal generators can be constructed once the geothermal power research project has been completed. Each requires 340 Steel, 8 Components, 12,000 ticks (3.33 mins) of work modified by the construction speed of the builder, and a construction skill of 8.
Once constructed, they cannot be re-installed, they can only be deconstructed.
Summary[edit]
Geothermal generators are power generators that can only be built atop a steam geyser, and once constructed produce a constant supply of 3,600W. This power supply is infinite, invariable, and unaffected by weather. Like all power systems however, is still susceptible to solar flares and similar effects.
The construction of a geothermal generator does not inhibit the heat created by the steam geyser, and the geyser will still heat rooms if enclosed. In fact, a room with a Geothermal Generator will be hotter than a room with just a Steam Geyser because the Geothermal Generator shrinks the room size and less cells are needed to be heated. If enclosed in a roofed 6 × 6 room, the heat generated can be sufficient to autoignite the generator in some biomes.
Analysis[edit]
Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. Consider researching Geothermal power relatively early, to provide eternal power for your growing base.
As they usually make up a significant portion of a colony's power generation and are relatively expensive, you should protect your vulnerable generators. A single layer of nonflammable, stone walls is usually enough. Raiders which are not breachers or sappers will never target anything behind a layer of walls, so long as they have another valid target (colonist, roaming animal, furniture) without breaking a wall or door. Breachers and sappers will only target walls if they'd be in the way. Multiple layers of walls can be used for extra protection, if so desired.
A small, 8x8 interior is enough to extinguish fires that happen to start on the generator. Leave the generator room's unroofed to prevent overheating. As the generator's components can break down, leave a door so you can access it. However, as these generators rarely catch fire or break down, you can also build a 6x6 room without door around them and just deconstruct the wall whenever you need to access the inside. The power lines connecting the generators to your base should be constructed from hidden conduit to avoid being broken by raiders.
In cold biomes, the heat from the geyser itself can be beneficial. The amount of heat it provides is only a little more than a normal heater.[Fact Check] It cannot be controlled normally, though you can open/close doors, vents, or tear down roof or walls. Depending on the outside temperature, if closed under roof a geothermal generator can heat up to 8 rooms of 6x6 placed symmetrically around it with a 1 tile corridor in between.
A geothermal generator and 2 batteries can power a sun lamp and full set of hydroponics basins.
Version history[edit]
- 1.0.2096 - Texture updated.