Difference between revisions of "Bioferrite generator"

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{{Anomaly}}
 
{{Anomaly}}
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{{Infobox main|building
 
{{Infobox main|building
 
| name = Bioferrite generator
 
| name = Bioferrite generator
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== Summary ==
 
== Summary ==
 +
{{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}}
 
{{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 10 days worth of fuel.
+
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 affect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
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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 [[Shambler|Shamblers]] and [[Sightstealer|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 [[Revenant|Revenants]], [[Devourer|Devourers]] and/or [[Fleshmass nucleus]], which produce more Bioferrite for their mass, before making the switch.
+
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 ==

Latest revision as of 20:37, 21 November 2024

Bioferrite generator

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

Type
BuildingPower
Market Value
740 Silver [Note]
Beauty
-40
HP
400
Flammability
75%

Fuel

Usable Item(s)
Bioferrite 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)
Resources to make
Steel 50 + Bioferrite 100 + Component 4 + Shard 1
Deconstruct yield
Steel 25 + Bioferrite 50 + Component 2 + Shard 0 - 1
Destroy yield
Steel 12 - 13 + Bioferrite 25 + Component 1 + Shard 0 - 1

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 Steel 50 Steel, Bioferrite 100 Bioferrite, Component 4 Components, Shard 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]

A bioferrite generator consumes 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 hauler colonist or lifter.Content added by the Biotech DLC 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]