Difference between revisions of "Biofuel refinery"
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− | + | {{Infobox main|production | |
− | {{ | + | | name = Biofuel refinery |
− | |name = | + | | image = Refinery.png |
− | |image = Refinery.png | + | | imagesize = 198px |
− | |imagesize = 198px | + | | description = Refines biological matter like wood or plant matter into chemfuel. |
− | |description = Refines biological matter | + | | type = Building |
− | |type = | + | | type2 = Production |
− | |type2 = | + | | placeable = true |
− | |placeable = | + | | path cost = 50 |
− | |size = 2 | + | | passability = pass through only |
− | |hp = 200 | + | | cover = 0.5 |
− | |power = -170 | + | | minifiable = false |
− | | | + | | size = 3 ˣ 2 |
− | | | + | | flammability = 1 |
− | }} | + | | hp = 200 |
− | The '''biofuel refinery''' is a | + | | power = -170 |
+ | | terrain affordance = heavy | ||
+ | | research = Biofuel refining | ||
+ | | skill 1 = Construction | ||
+ | | skill 1 level = 4 | ||
+ | | work to make = 2000 | ||
+ | | resource 1 = Steel | ||
+ | | resource 1 amount = 150 | ||
+ | | resource 2 = Component | ||
+ | | resource 2 amount = 3 | ||
+ | }} | ||
+ | The '''biofuel refinery''' is a [[production]] [[building]] that produces [[chemfuel]] from [[wood]] or non-[[hay]] [[raw food]]. | ||
− | + | == Acquisition == | |
+ | {{Acquisition}} | ||
+ | == Summary == | ||
+ | While the refinery is selected, click "Bills" then "Add Bill" to add an order to produce [[chemfuel]]: | ||
+ | * Make chemfuel from [[wood]]: Turns {{Icon Small|wood}} 70 wood logs, worth {{Icon Small|Silver||{{#expr: {{Q|Wood|Market Value Base}} * 70}} }} into {{Icon Small|chemfuel}} 35 chemfuel, worth {{Icon Small|Silver||{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}} }}. Takes {{Ticks|2000}} of work, scaling with the [[General Labor Speed]] of the crafter. | ||
+ | * Make chemfuel from [[raw food]]: Turns 3.5 nutrition worth of food ingredients into {{Icon Small|chemfuel}} 35 chemfuel, worth {{Icon Small|Silver||{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}} }}. Takes {{Ticks|2500}} of work, scaling with the [[General Labor Speed]] of the crafter. | ||
+ | ** [[Hay]] or [[meal]]s are not accepted, though [[kibble]] made with hay will work. Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood. | ||
− | + | Food that colonists don't like, such as [[human meat]], [[insect meat]], or [[twisted meat]] {{AnomalyIcon}} can be processed in a biofuel refinery at no consequence. Note that butchering a [[human]] at all comes with a mood penalty in the first place, unless disabled by a [[trait]] or [[ideoligion]] {{IdeologyIcon}}. | |
− | + | == Analysis == | |
− | + | Biofuel refineries are one of the few ways to produce chemfuel. [[Boomalope]]s are better in both nutrition/chemfuel and work/chemfuel with any amount of Animals proficiency. However, you'll need to actually get boomalopes, and manage the explosive animal. [[Infinite chemreactor]]s are entirely free fuel, but it is exclusively a [[quest]] reward. | |
− | |||
− | |||
− | + | Chemfuel is required in order to create items like [[molotov cocktail]]s and [[high-explosive shell]]s, and refuel items like [[pod launcher]]s and [[firefoam pop pack]]s. Meanwhile, [[chemfuel powered generator]]s are more efficient than [[wood-fired generator|wood generators]] in almost any scenario (see [[Wood-fired generator#Chemfuel_powered_generators|Comparison to chemfuel generators]]). | |
− | |||
− | |||
+ | === Fuel creation === | ||
+ | As a rough order of which fuel takes the least work: | ||
+ | # [[Insect meat]] and [[human meat]] (if the butchering penalty can be ignored). An [[infestation]] can lead to a massive amount of food, for instance. | ||
+ | # Harvesting trees, if you have a lot of trees in the nearby area (such as in a [[biomes#Tropical rainforest|Tropical rainforest]]). | ||
+ | # Growing plants - specifically [[corn]], if available. | ||
+ | # Actually sowing trees takes a lot of time - it is never worth it to use wood over raw food if you have to grow wood. | ||
== Version history == | == Version history == | ||
+ | * Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients. | ||
+ | <gallery> | ||
+ | OldRefinery.png|The former Refinery texture | ||
+ | </gallery> | ||
− | + | {{Nav|production|wide}} | |
− | + | [[Category:Production]] [[Category:Resource Production]] | |
− | {{ | ||
− | |||
− | [[Category:Production]] | ||
− | [[Category: |
Latest revision as of 23:01, 13 September 2024
Biofuel refinery
Refines biological matter like wood or plant matter into chemfuel.
Base Stats
- Type
- Building – Production
- HP
- 200
- Flammability
- 100%
- Path Cost
- 50
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Heavy
- Power
- -170 W
Creation
- Required Research
- Biofuel refining
- Skill Required
- Construction 4
- Work To Make
- 2,000 ticks (33.33 secs)
The biofuel refinery is a production building that produces chemfuel from wood or non-hay raw food.
Acquisition[edit]
Biofuel refineries can be constructed once the biofuel refining research project has been completed. Each requires 150 Steel, 3 Components, 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder, and a construction skill of 4.
Once constructed, they cannot be re-installed, they can only be deconstructed.
Summary[edit]
While the refinery is selected, click "Bills" then "Add Bill" to add an order to produce chemfuel:
- Make chemfuel from wood: Turns 70 wood logs, worth 84 into 35 chemfuel, worth 80.5. Takes 2,000 ticks (33.33 secs) of work, scaling with the General Labor Speed of the crafter.
- Make chemfuel from raw food: Turns 3.5 nutrition worth of food ingredients into 35 chemfuel, worth 80.5. Takes 2,500 ticks (41.67 secs) of work, scaling with the General Labor Speed of the crafter.
Food that colonists don't like, such as human meat, insect meat, or twisted meat can be processed in a biofuel refinery at no consequence. Note that butchering a human at all comes with a mood penalty in the first place, unless disabled by a trait or ideoligion .
Analysis[edit]
Biofuel refineries are one of the few ways to produce chemfuel. Boomalopes are better in both nutrition/chemfuel and work/chemfuel with any amount of Animals proficiency. However, you'll need to actually get boomalopes, and manage the explosive animal. Infinite chemreactors are entirely free fuel, but it is exclusively a quest reward.
Chemfuel is required in order to create items like molotov cocktails and high-explosive shells, and refuel items like pod launchers and firefoam pop packs. Meanwhile, chemfuel powered generators are more efficient than wood generators in almost any scenario (see Comparison to chemfuel generators).
Fuel creation[edit]
As a rough order of which fuel takes the least work:
- Insect meat and human meat (if the butchering penalty can be ignored). An infestation can lead to a massive amount of food, for instance.
- Harvesting trees, if you have a lot of trees in the nearby area (such as in a Tropical rainforest).
- Growing plants - specifically corn, if available.
- Actually sowing trees takes a lot of time - it is never worth it to use wood over raw food if you have to grow wood.
Version history[edit]
- Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients.