Difference between revisions of "Power"

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'''Power''' is both the representation of [[Research#Electricity|electricity]] required to power a wide variety of appliances and buildings, and the name of a section of the architect that contains buildings that interact with this system.
  
{{Tocright}}
+
{|class="wikitable" style="text-align:center;"
'''Power''' is the ability to generate electricity in order to enable electrical workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially is later game. The success of a colony often relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.
 
 
 
==Power generators==
 
===Wind turbine===
 
See also: [[Wind_turbine|Wind turbine]]
 
 
 
[[File:Wind Power.png|64px|left]]Wind turbines are a cheap way of producing power. It works day and night. Compared to the solar generator which only works during the day.
 
 
 
The wind turbine requires an open area, clear of trees, buildings, roofs, and other taller constructions. However a solar panel can be constructed in front and behind without blocking the wind turbine
 
 
 
Output of the wind turbine is a directly related to current wind speed, therefore it varies as low as no output up to its maximum output. (see [[Environment#Weather|Weather]] for wind conditions)
 
{{Clr}}
 
 
 
----
 
 
 
===Solar generator===
 
See also: [[Solar_generator|Solar generator]]
 
 
 
[[File:SolarCollector.png|64px|left]]Solar panels are a cheap first way of producing power from the limitless energy of the Sun.
 
The drawback is that they don't work during the night or during eclipses, requiring [[Battery|batteries]] to power lights and turrets when there is no sunlight available.
 
{{Clr}}
 
 
 
----
 
 
 
===Fueled generator===
 
See also: [[Fueled_generator|Fueled generator]]
 
 
 
[[File:fueledgenerator.png|64px|left]]Burn wood to generate power.
 
{{Clr}}
 
 
 
----
 
 
 
===Geothermal generator===
 
See also: [[Geothermal_generator|Geothermal generator]]
 
 
 
[[File:GeothermalPlant.png|64px|left]]A Geothermal generator is a very good and reliable power source drawing its energy from the heat of the planet's core. It is the only power generator which needs research to be built.
 
It produces a lot of power all day round but it is more expensive to build than the other power generators and it has to be placed on geothermal geysers.
 
Those geysers are placed at random, sometimes not even occurring at all, and are usually positioned far from the initial landing zone.
 
<br />
 
This makes geothermal generators either a valuable asset far from the safety of the core base, or necessitates a base relocation to a zone harder to defend against [[raiders]].
 
{{Clr}}
 
 
 
----
 
 
 
===Ship reactor===
 
See also: [[Ship reactor]]
 
[[File:ShipReactor.png|64px|left]] Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable as a power generator.  It provides 1000W, which is less than the maximum provided by any other power generator, but without their shortcomings or requirements. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be [[research]]ed before it can be built, but does not generate any heat nor require special venting.
 
{{Clr}}
 
 
 
----
 
 
 
===Power generator summary===
 
{| {{STDT| sortable c_01}}
 
! Type !! Cost !! Size !! Max Output<br>(Watts) !! Variable<br>Output !! Day !! Night !! Placement
 
 
|-
 
|-
| Solar || {{icon|metal|100}}<br />{{icon|component|3}} || 4x4 || 1700 || ✓ || ✓ || ✗ || In sunlight
+
| width=100px height=50px | {{Icon small|Power conduit|80px}}
|-
+
| width=100px height=50px | {{Icon small|Hidden conduit|80px}}
| Wind Turbine || {{icon|metal|100}}<br />{{icon|component|2}} || 5x2 || 3000 || ✓ || ✓ || ✓ || In open ground
+
| width=100px height=50px | {{Icon small|Waterproof conduit|80px}}
|-
+
| width=100px height=50px | {{Icon small|Power switch|80px}}
|Fueled generator || {{icon|metal|100}}<br />{{icon|component|2}} || 2x2 || 1000 || ✗ || ✓ || ✓ || Anywhere
+
| width=100px height=50px | {{Icon small|Wood-fired generator|80px}}
|-
+
| width=100px height=50px | {{Icon small|Chemfuel powered generator|80px}}
|Geothermal || {{icon|metal|400}}<br />{{icon|component|8}}  || 6x6 || 3600 || ✗ || ✓ || ✓ || On geysers
+
| width=100px height=50px | {{Icon small|Wind turbine|80px}}
|-
+
|- align="center"
|Ship reactor || {{icon|metal|500}} || 5x5 || 1000 || ✗ || ✓ || ✓ || Outside<br />''(can roof over afterwards)''
+
| <div><small>[[Power conduit]]</small></div>
 +
| <div><small>[[Hidden conduit]]</small></div>
 +
| <div><small>[[Waterproof conduit]]</small></div>
 +
| <div><small>[[Power switch]]</small></div>
 +
| <div><small>[[Wood-fired generator]]</small></div>
 +
| <div><small>[[Chemfuel powered generator]]</small></div>
 +
| <div><small>[[Wind turbine]]</small></div>
 
|-
 
|-
 +
| width=100px height=50px | {{Icon small|Battery|80px}}
 +
| width=100px height=50px | {{Icon small|Solar generator|80px}}
 +
| width=100px height=50px | {{Icon small|Geothermal generator|80px}}
 +
| width=100px height=50px | {{Icon small|Watermill generator|80px}}
 +
| width=100px height=50px | {{Icon small|Toxifier generator|80px}}
 +
| width=100px height=50px | {{Icon small|Electroharvester|80px}}
 +
| width=100px height=50px | {{Icon small|Bioferrite generator|80px}}
 +
|- align="center"
 +
| <div><small>[[Battery]]</small></div>
 +
| <div><small>[[Solar generator]]</small></div>
 +
| <div><small>[[Geothermal generator]]</small></div>
 +
| <div><small>[[Watermill generator]]</small></div>
 +
| <div><small>[[Toxifier generator]]</small>{{BiotechIcon}}</div>
 +
| <div><small>[[Electroharvester]]</small>{{AnomalyIcon}}</div>
 +
| <div><small>[[Bioferrite generator]]</small>{{AnomalyIcon}}</div>
 
|}
 
|}
  
==Power transfers==
+
== Mechanics ==
===Power conduit===
+
{{Stub|section=1|reason=Does not cover the mechanics of power sufficiently - how is the order of power loss determined when demand>supply? When do power generators tick? When does battery capacity tick? etc. }}
See also: [[Power conduit]]
+
Power is measured in the form of '''Watts (W)'''. Power generators create watts, and appliances will consume a certain amount of watts to function. Most appliances will use power even when not actively being used - they must be manually switched off. Some appliances use less power when not in active use, sometimes referred to as "stand-by" power.
  
A power conduit transmits power from generators or batteries to appliances. It is a big cable that allows appliances to be powered up to 5 squares away from it.
+
Power conduits can randomly [[Events#Zzztt...|short circuit]] whenever they are powered, and many power buildings or appliances can also short circuit while in [[rain]] or [[snow]]. See [[Events#Zzztt...|Zzztt...]] for details.
  
A power conduit doesn't consume any power but takes some space on the floor, as most structures and buildings can't be built over it, except for solar generators, doors, walls and batteries.
+
=== Transport ===
 +
Power only exists within a power grid and requires something to transport it. Any power that isn't used or stored is wasted.  
  
NOTE: Power conduits may rarely fall prey to a random event that will destroy said conduits and cause an electrical fire. The best way to avoid this is to limit the number of attached batteries using power switches and lay the power conduits under non-flammable walls, the most accessible being stone, so that if a power surge event does occur, the resultant damage is distributed to the stone wall and nothing is destroyed. It doesn't happen often, but you should create sufficient redundancies in your power grid so that if one conduit is destroyed and your batteries emptied as a result, another set of cables and batteries can supply power to your critical appliances, such as auto-turrets.
+
Power travels through [[power conduit]]s, [[waterproof conduit]]s,  [[power switch]]es, [[batteries]], and all generators and generator equivalents. These power transporters must be directly adjacent to each other to connect and transport power between them. This is distinct from appliances, which do not transport power, but can connect to a power transport from up to 6 tiles away. See [[#Appliances|Appliances]] for more detail.
  
===Power switch===
+
Configurations of connected power transporters are called grids. All points in a grid have instantaneous access to all power generated and stored by buildings attached to the grid. Grids that are not connected by power transporters, or only connected via a power switch that is turned off, are completely independent from each other.
See also: [[Power switch]]
 
[[File:PowerSwitch.png|32px|link=|left]]{{#show: Power_switch | ?note }}
 
  
 +
=== Storage ===
 +
{{Main|Battery}}
 +
Power is stored in the form of '''Watt-days (Wd)''', where 1 Watt-day can power a 1 W appliance for 24 hours. Each [[battery]] can store up to 600 Wd, but only store at 50% efficiency. This means that, for the purposes of ''storage'', 1 W for 24 hours would only give 0.5 Wd inside a battery. Batteries lose 5 Wd of stored power per day, even if they aren't connected to anything or are uninstalled in their minified state. The stored power is drawn from if, and only if, the current load wattage on the grid exceeds the current generation wattage. Power can be stored and drawn from at any rate - the 500 Wd generated by 1000 W power generator over the course of a day and stored in 50%-efficient batteries can be consumed in 6 hours if the connected grid is 2000W below demand or last for days if demand only exceeds supply by a few watts.
  
==Power storage==
+
=== Appliances ===
===Batteries===
+
{{image wanted|section=1|reason=Image of the "power cord" connecting a constructed appliance to a conduit, image of the "yellow wire" showing a prospective connection point when placing a blueprint, image of the "pink wire" showing the actual connection points once built}}
See also: [[Battery]]
+
{{hatnote|For a list of all buildings that consume power, see {{#ask: [[Power Consumption::<0]] | ?Power Consumption | sort=Power Consumption | limit = 0| searchlabel = here}} }}
  
[[File:Battery.jpg|left]] The most common use of a battery is to store energy from intermittent power generators like solar and wind.  Without a battery, there will be no power at night from solar panels, and no power from wind turbines when there is no wind.
+
Appliances are [[structure]]s or buildings that consume power but don't transmit it. Most appliances will connect automatically if placed up to six squares away from a power transporter, or when one is placed within range.  
  
'''Charging Features'''
+
When placing an appliance's blueprint, the most direct connection point to a power transmitting structure will be displayed as a golden yellow connection between the current blueprint position and the power. Note that it will display a connection even if the grid it attaches too does not have sufficient or any power, and that while an appliance will default to that connection point it will be able to connect to other sources with range using the reconnect gizmo mentioned below. If no yellow wire is shown, there is no connection point in range.
  
-A battery can only hold 1kWd (86.4MJ).
+
Once constructed, this connection will be displayed by a black "power cord" that runs from the connecting power transmitting building to the appliance in question. This cord is graphical only and cannot be interacted with or damaged in any way. Additionally, when viewing the power grid, a magenta wire similar to the yellow above will display the connection point of appliances in view.  
-If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.
 
-Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
 
  
'''Special Features'''
+
When connected to the power grid, it can take a few moments before an appliance turns on.
  
-Batteries can be moved by reinstalling them.  They do not lose their charge during the move, making them a portable power source.
+
Selecting any power transporter or appliance attached to a grid will display the "Grid Excess/Stored" values in the info pane. If the demand for power exceeds the current supply and cannot be made up for by consuming stored power, appliances connected to the grid lose power until the supply is once again below demand. It is currently unknown how which appliance is disabled is selected - it may be random.  
-When a charged battery is disconnected from the power grid, it doesn't lose its charge.
 
-A disconnected battery is not affected by short circuits.
 
-A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid.
 
-Batteries produce heat.
 
-Battery fires produce extremely hot fires.
 
-Batteries are highly likely to catch fire in the rain.
 
  
==Appliances==
+
==== Managing appliances ====
Appliances are [[structure]]s or buildings that require power but don't transmit it.
+
'''Reconnect''': Click to force an appliance to reconnect to a conduit line or power source. This can also be used to change which power source an appliance is connected to if there is more than one in range.<br/>
Most appliances don't require a direct power cable connection, they can be placed up to six squares away from a power cable or power source.
+
'''Designate toggle power''': Click to mark an appliance to be turned on (<span style="color:#20D720;font-weight:bold">&#10004;</span>) or off (<span style="color:red;font-weight:bold">X</span>) by a colonist set to [[Work#Basic|Basic]].
When connected to the power grid, it can take a few moments before an appliance turns on.
 
 
 
===Managing appliances===
 
'''Reconnect''': Click to force an appliance to reconnect to a conduit line or power source.<br/>
 
'''Designate toggle power''': Click to mark an appliance to be turned on (<span style="color:#20D720;font-weight:bold">&#10004;</span>) or off (<span style="color:red;font-weight:bold">X</span>) by a colonist set to [[Menus#Flick|flick]].
 
  
 
{|class="wikitable" style="display:inline-block;float:left"
 
{|class="wikitable" style="display:inline-block;float:left"
Line 136: Line 93:
 
| colspan="2"|<div><small>Designate toggle power</small></div>
 
| colspan="2"|<div><small>Designate toggle power</small></div>
 
|}
 
|}
 +
{{Clear}}
  
{{clr|both}}
+
=== Mechanoid power ===
 +
{{Biotech|section=1}}
 +
{{Main|Mechanoid creation#Power|l1=Mechanoid creation}}
 +
Enemy [[mechanoid]]s - that is, all mechanoids without any DLC - do not require any source of power. However, your [[allied mechanoid]]s do. When controlled by a colony, an active mechanoid's power need falls by 10% per day. Non-working mechs lose 3% power per day. They can enter a dormant self-charging state, which instead restores 1% power per day for free. Mechanoids in a [[caravan]] do not consume or gain any power.
  
===Appliances summary===
+
A mechanoid's power need does not directly translate to electrical power. However, [[mech recharger]]s require a constant 200 W, [[large mech recharger]]s require 400 W, and both chargers restore 50% of any mechanoid's power per day. When recharging, mechanoids create [[Toxic wastepack]]s, which can lead to [[pollution]].
<!--{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
| style = "align-left;" |+Power transfers summary WHAT!
 
|-
 
-->
 
  
{| {{STDT| sortable c_01 |border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"}}
+
== Power generators ==
|-
+
{| {{STDT| sortable c_01 text-center}}}}
! Appliance
+
! Type !! Cost !! Fuel<br>(per day) !! Size !! Base Output<br>(Watts) !! Output<br>Per<br>Tile !!Variable<br>Output !! Day !! Night !! Placement !! Market Value
!Power<br />consumption (in Watts)
 
|-
 
| [[Autodoor]] || 50
 
 
|-
 
|-
| [[Tailor's workbench]] || 120
+
| [[Solar generator]]     || {{Required Resources|Solar generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} ||  {{Q|Solar generator|Size}} || {{Q|Solar generator|Power Consumption}} || 106.25 || {{Check}} || {{Check}} || {{Cross}} || In sunlight || {{Q|Solar generator|Market Value Base #}}
 
|-
 
|-
| [[Smithing bench]] || 180
+
| [[Wind turbine]]         || {{Required Resources|Wind turbine|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Wind turbine|Size}} || {{Q|Wind turbine|Power Consumption}} || 164.29 ||{{Check}} || {{Check}} || {{Check}} || In open ground || {{Q|Wind turbine|Market Value Base #}}
 
|-
 
|-
| [[Machining table]] || 350
+
| [[Watermill generator]] || {{Required Resources|Watermill generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Watermill generator|Size}} || {{Q|Watermill generator|Power Consumption}} || 36.6 || {{Cross}} || {{Check}} || {{Check}} || On riverbanks || {{Q|Watermill generator|Market Value Base #}}
 
|-
 
|-
| [[Electric smelter]] || 700
+
| [[Chemfuel powered generator]]   || {{Required Resources|Chemfuel powered generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Icon Small|Chemfuel||4.5}} || {{Q|Chemfuel powered generator|Size}} || {{Q|Chemfuel powered generator|Power Consumption}} || 250 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Chemfuel powered generator|Market Value Base #}}
 
|-
 
|-
| [[Crematorium]] || 250
+
| [[Wood-fired generator]] || {{Required Resources|Wood-fired generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Icon Small|Wood||22}} || {{Q|Wood-fired generator|Size}} || {{Q|Wood-fired generator|Power Consumption}} || 250 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Wood-fired generator|Market Value Base #}}
 
|-
 
|-
| [[Nutrient paste dispenser]] || 200
+
| [[Geothermal generator]] || {{Required Resources|Geothermal generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Geothermal generator|Size}} || {{Q|Geothermal generator|Power Consumption}} || 100 || {{Cross}} || {{Check}} || {{Check}} || On [[geyser]]s || {{Q|Geothermal generator|Market Value Base #}}
 
|-
 
|-
| [[Standing lamp]] || 150
+
| [[Ship reactor]]         || {{Required Resources|Ship reactor|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Ship reactor|Size}} || {{Q|Ship reactor|Power Consumption}} || 23.8 || {{Cross}} || {{Check}} || {{Check}} || Outside<br />''(can roof over afterwards)'' || {{Q|Ship reactor|Market Value Base #}}
 
|-
 
|-
| [[Sun lamp]] || 1600
+
| [[Vanometric power cell]]|| ''N/A'' || {{Cross}} || {{Q|Vanometric power cell|Size}} || {{Q|Vanometric power cell|Power Consumption}} || 500 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Vanometric power cell|Market Value Base #}}
 
|-
 
|-
| [[Hydroponics basin]] || 70
+
| [[Unstable power cell]]{{RoyaltyIcon}} || ''N/A'' || {{Cross}} || {{Q|Unstable power cell|Size}} || {{Q|Unstable power cell|Power Consumption}} || 400 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Unstable power cell|Market Value Base #}}
 
|-
 
|-
| [[Comms console]] || 200
+
| [[Toxifier generator]]{{BiotechIcon}}  || {{Required Resources|Toxifier generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Toxifier generator|Size}} || {{Q|Toxifier generator|Power Consumption}} || 350 || {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Toxifier generator|Market Value Base #}}
 
|-
 
|-
| [[Cook stove]] || 350
+
| [[Electroharvester]]{{AnomalyIcon}} || {{Required Resources|Electroharvester|sep=<nowiki> </nowiki>+|simple=1}} || {{Cross}} || {{Q|Electroharvester|Size}} || Varies || Varies || {{Check}} || {{Check}} || {{Check}} || Anywhere || {{Q|Electroharvester|Market Value Base #}}
 
|-
 
|-
| [[Heater]] || 100
+
| [[Bioferrite generator]]{{AnomalyIcon}}  || {{Required Resources|Bioferrite generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Icon Small|Bioferrite||6}} || {{Q|Bioferrite generator|Size}} || {{Q|Bioferrite generator|Power Consumption}} || 666.7|| {{Cross}} || {{Check}} || {{Check}} || Anywhere || {{Q|Bioferrite generator|Market Value Base #}}
|-
 
| [[Cooler]] || 200
 
|-
 
| [[Improvised turret]] || 350
 
|-
 
| [[Joy#Television|Television]] || 200
 
 
|}
 
|}
 +
 +
== Version history ==
 +
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.
  
 
{{nav|power|wide}}
 
{{nav|power|wide}}
[[Category:Main]]
+
[[Category:Buildings]]
[[Category:Architect]]
 
[[Category:Power]]
 

Latest revision as of 00:55, 3 October 2024

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Power is both the representation of electricity required to power a wide variety of appliances and buildings, and the name of a section of the architect that contains buildings that interact with this system.

Power conduit Hidden conduit Waterproof conduit Power switch Wood-fired generator Chemfuel powered generator Wind turbine
Battery Solar generator Geothermal generator Watermill generator Toxifier generator Electroharvester Bioferrite generator

Mechanics[edit]

Power is measured in the form of Watts (W). Power generators create watts, and appliances will consume a certain amount of watts to function. Most appliances will use power even when not actively being used - they must be manually switched off. Some appliances use less power when not in active use, sometimes referred to as "stand-by" power.

Power conduits can randomly short circuit whenever they are powered, and many power buildings or appliances can also short circuit while in rain or snow. See Zzztt... for details.

Transport[edit]

Power only exists within a power grid and requires something to transport it. Any power that isn't used or stored is wasted.

Power travels through power conduits, waterproof conduits, power switches, batteries, and all generators and generator equivalents. These power transporters must be directly adjacent to each other to connect and transport power between them. This is distinct from appliances, which do not transport power, but can connect to a power transport from up to 6 tiles away. See Appliances for more detail.

Configurations of connected power transporters are called grids. All points in a grid have instantaneous access to all power generated and stored by buildings attached to the grid. Grids that are not connected by power transporters, or only connected via a power switch that is turned off, are completely independent from each other.

Storage[edit]

Power is stored in the form of Watt-days (Wd), where 1 Watt-day can power a 1 W appliance for 24 hours. Each battery can store up to 600 Wd, but only store at 50% efficiency. This means that, for the purposes of storage, 1 W for 24 hours would only give 0.5 Wd inside a battery. Batteries lose 5 Wd of stored power per day, even if they aren't connected to anything or are uninstalled in their minified state. The stored power is drawn from if, and only if, the current load wattage on the grid exceeds the current generation wattage. Power can be stored and drawn from at any rate - the 500 Wd generated by 1000 W power generator over the course of a day and stored in 50%-efficient batteries can be consumed in 6 hours if the connected grid is 2000W below demand or last for days if demand only exceeds supply by a few watts.

Appliances[edit]

Appliances are structures or buildings that consume power but don't transmit it. Most appliances will connect automatically if placed up to six squares away from a power transporter, or when one is placed within range.

When placing an appliance's blueprint, the most direct connection point to a power transmitting structure will be displayed as a golden yellow connection between the current blueprint position and the power. Note that it will display a connection even if the grid it attaches too does not have sufficient or any power, and that while an appliance will default to that connection point it will be able to connect to other sources with range using the reconnect gizmo mentioned below. If no yellow wire is shown, there is no connection point in range.

Once constructed, this connection will be displayed by a black "power cord" that runs from the connecting power transmitting building to the appliance in question. This cord is graphical only and cannot be interacted with or damaged in any way. Additionally, when viewing the power grid, a magenta wire similar to the yellow above will display the connection point of appliances in view.

When connected to the power grid, it can take a few moments before an appliance turns on.

Selecting any power transporter or appliance attached to a grid will display the "Grid Excess/Stored" values in the info pane. If the demand for power exceeds the current supply and cannot be made up for by consuming stored power, appliances connected to the grid lose power until the supply is once again below demand. It is currently unknown how which appliance is disabled is selected - it may be random.

Managing appliances[edit]

Reconnect: Click to force an appliance to reconnect to a conduit line or power source. This can also be used to change which power source an appliance is connected to if there is more than one in range.
Designate toggle power: Click to mark an appliance to be turned on () or off (X) by a colonist set to Basic.

Reconnect
Reconnect
Toggle ON Toggle OFF
Designate toggle power

Mechanoid power[edit]

Enemy mechanoids - that is, all mechanoids without any DLC - do not require any source of power. However, your allied mechanoids do. When controlled by a colony, an active mechanoid's power need falls by 10% per day. Non-working mechs lose 3% power per day. They can enter a dormant self-charging state, which instead restores 1% power per day for free. Mechanoids in a caravan do not consume or gain any power.

A mechanoid's power need does not directly translate to electrical power. However, mech rechargers require a constant 200 W, large mech rechargers require 400 W, and both chargers restore 50% of any mechanoid's power per day. When recharging, mechanoids create Toxic wastepacks, which can lead to pollution.

Power generators[edit]

Type Cost Fuel
(per day)
Size Base Output
(Watts)
Output
Per
Tile
Variable
Output
Day Night Placement Market Value
Solar generator Steel 100 + Component 3 Ex.png 4 × 4 1,700 106.25 Check.png Check.png Ex.png In sunlight 295
Wind turbine Steel 100 + Component 2 Ex.png 7 × 2 2,300 164.29 Check.png Check.png Check.png In open ground 265
Watermill generator Wood 280 + Steel 80 + Component 3 Ex.png 5 × 6 1,100 36.6 Ex.png Check.png Check.png On riverbanks 600
Chemfuel powered generator Steel 100 + Component 3 Chemfuel 4.5 2 × 2 1,000 250 Ex.png Check.png Check.png Anywhere 295
Wood-fired generator Steel 100 + Component 2 Wood 22 2 × 2 1,000 250 Ex.png Check.png Check.png Anywhere 265
Geothermal generator Steel 340 + Component 8 Ex.png 6 × 6 3,600 100 Ex.png Check.png Check.png On geysers 945
Ship reactor Steel 350 + Plasteel 280 + Uranium 70 + Advanced component 8 Ex.png 6 × 7 1,000 23.8 Ex.png Check.png Check.png Outside
(can roof over afterwards)
5440
Vanometric power cell N/A Ex.png 1 × 2 1,000 500 Ex.png Check.png Check.png Anywhere 1200
Unstable power cellContent added by the Royalty DLC N/A Ex.png 1 × 1 400 400 Ex.png Check.png Check.png Anywhere 400
Toxifier generatorContent added by the Biotech DLC Steel 125 + Component 3 Ex.png 2 × 2 1,400 350 Ex.png Check.png Check.png Anywhere 360
ElectroharvesterContent added by the Anomaly DLC Component 1 + Bioferrite 25 + Steel 50 Ex.png 2 × 1 Varies Varies Check.png Check.png Check.png Anywhere 160
Bioferrite generatorContent added by the Anomaly DLC Steel 50 + Bioferrite 100 + Component 4 + Shard 1 Bioferrite 6 3 × 2 4,000 666.7 Ex.png Check.png Check.png Anywhere 740

Version history[edit]

  • 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.