Difference between revisions of "Ship reactor"

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{{Infobox main|Ship|
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{{infobox main|building|
 
| name = Ship reactor
 
| name = Ship reactor
 
| image = ShipReactor.png|Ship reactor
 
| image = ShipReactor.png|Ship reactor
 
| imagesize = 192px
 
| imagesize = 192px
 
| description = Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
 
| description = Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
| type = Ship
+
| type = Building
| type2 =  
+
| type2 = Ship
| placeable = True
+
| placeable = true
 +
| passability = impassable
 +
| blockswind = true
 +
| cover = 1
 +
| minifiable = false
 +
| size = 6 ˣ 7
 
| rotatable = True
 
| rotatable = True
| size = 6 ˣ 7
+
| flammability = 0
 
| hp = 500
 
| hp = 500
| research = Ship reactor
+
| power = 1000
 +
| terrain affordance = heavy
 +
| research = Starship reactor
 +
| skill 1 = Construction
 +
| skill 1 level = 8
 
| work to make = 65000
 
| work to make = 65000
| power = +1000
+
| work speed stat = Construction Speed
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 350
 
| resource 1 amount = 350
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| resource 4 = Advanced component
 
| resource 4 = Advanced component
 
| resource 4 amount = 8
 
| resource 4 amount = 8
| skill 1 = Construction
 
| skill 1 level = 8
 
 
}}
 
}}
A '''ship reactor''' is a [[ship]] part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the Ship launch ending.
+
A '''ship reactor''' is a [[ship]] part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the [[ship launch]] ending.
 +
 
 +
== Acquisition ==
 +
{{Acquisition}}
  
==Acquisition==
+
Ship reactors cannot be built under a [[roof]] (though a roof can be constructed afterwards).
Ship reactors require the [[Research#Ship reactor|ship reactor]] research project to be completed, {{Required Resources}} and a [[Skills#Construction|construction]] skill of 8.
 
  
 
== Summary ==
 
== Summary ==
It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards.
+
A ship reactor must be activated in order to launch a [[ship]]. The activation process takes 15 days, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated, or if the reactor is destroyed. There does not need to be a completed ship in order to start activation; you can start as soon as the reactor is built. Activation requires no colonist interaction, and can be done even if the reactor/ship is inaccessible.
  
The reactor may be powered on despite the rest of the ship not being built yet.  This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]].
+
Otherwise, a ship reactor will provide 1000 W of power at all times, regardless of activation.
  
 
== Analysis ==
 
== Analysis ==
{{stub|section=1|reason=More complete comparison with other power items needed}}
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{{For|dealing with the 15 day period of raids|Ship launch}}
 +
It's best to activate a reactor before building the rest of the ship. Doing more construction will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]]. This also gives you more flexibility in defending the reactor, as you can surround it with walls, making it a non-target for most raiders. After the raids are done you can build the rest of the ship at your leisure.
 +
 
 +
===Power===
 +
As a power source, its cost and size make it extremely inefficient, even when nearing the endgame.
 +
*[[Geothermal generator]]s are cheaper ({{Required Resources|Geothermal generator}}) and provide {{Q|Geothermal generator|Power Consumption}} W of constant power. Geothermal vents are finite, but 1-2 generators can power an entire colony for large portions of the game.
 +
*A [[chemfuel powered generator]] ({{Required Resources|Chemfuel powered generator}}) provides a constant {{Q|chemfuel powered generator|Power Consumption}} W for 4.5 [[chemfuel]] per day ({{Icon small|silver||{{#expr:{{Q|Chemfuel|Market Value Base}}*60*4.5}}}} market value per year), can be placed practically anywhere, and only occupies a 2x2 region.
 +
*A [[battery]] plus two [[solar generator]]s ({{icon small|steel}} 270 [[steel]], {{Icon small|component}} 8 [[component]]s) can provide an estimated 1100 W all day (barring some [[event]]s) at roughly 15% the cost.
  
It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.
+
In the ''extreme'' endgame, where you have an infinite amount of resources from [[deep drill]]s or [[long-range mineral scanner]]s, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. Also, reactors will never have their components [[breakdown]].  
  
 +
If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link it to your main power supply.
  
 +
==Version history ==
 +
* ? - Recipe changed from {{Icon small|Steel||300}}, {{Icon small|Plasteel||500}}, {{Icon small|Uranium||150}}, {{Icon small|Component||25}} -> {{Icon small|Steel||500}}, {{Icon small|Plasteel||500}}, {{Icon small|Uranium||100}}, {{Icon small|Advanced component||20}}
 +
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%. Recipe changed from {{Icon small|Steel||500}}, {{Icon small|Plasteel||500}}, {{Icon small|Uranium||100}}, {{Icon small|Advanced component||20}} -> {{Icon small|Steel||350}}, {{Icon small|Plasteel||280}}, {{Icon small|Uranium||70}}, {{Icon small|Advanced component||8}}
 
<noinclude>
 
<noinclude>
 
{{nav|ship|wide}}
 
{{nav|ship|wide}}
[[Category:Buildings]]
+
{{nav|power|wide}}
 
[[Category:Ship]]
 
[[Category:Ship]]
 
</noinclude>
 
</noinclude>

Latest revision as of 23:46, 16 February 2024

Ship reactor

Ship reactor

Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.

Base Stats

Type
BuildingShip
Market Value
5440 Silver [Note]
HP
500
Flammability
0%
Rotatable
True

Building

Size
6 × 7
Minifiable
False
Placeable
True
Passability
impassable
Cover Effectiveness
75%
Blocks Wind
True
Terrain Affordance
Heavy
Power
1000 W

Creation

Required Research
Starship reactor
Skill Required
Construction 8
Work To Make
65,000 ticks (18.06 mins)
Work Speed Stat
Construction Speed
Resources to make
Steel 350 + Plasteel 280 + Uranium 70 + Advanced component 8
Deconstruct yield
Steel 175 + Plasteel 140 + Uranium 35 + Advanced component 4
Destroy yield
Steel 87 - 88 + Plasteel 70 + Uranium 17 - 18 + Advanced component 2

A ship reactor is a ship part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the ship launch ending.

Acquisition[edit]

Ship reactors can be constructed once the starship reactor research project has been completed. Each requires Steel 350 Steel, Plasteel 280 Plasteel, Uranium 70 Uranium, Advanced component 8 Advanced components, 65,000 ticks (18.06 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.

Ship reactors cannot be built under a roof (though a roof can be constructed afterwards).

Summary[edit]

A ship reactor must be activated in order to launch a ship. The activation process takes 15 days, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated, or if the reactor is destroyed. There does not need to be a completed ship in order to start activation; you can start as soon as the reactor is built. Activation requires no colonist interaction, and can be done even if the reactor/ship is inaccessible.

Otherwise, a ship reactor will provide 1000 W of power at all times, regardless of activation.

Analysis[edit]

It's best to activate a reactor before building the rest of the ship. Doing more construction will increase your colony's wealth, increasing the strength of raids. This also gives you more flexibility in defending the reactor, as you can surround it with walls, making it a non-target for most raiders. After the raids are done you can build the rest of the ship at your leisure.

Power[edit]

As a power source, its cost and size make it extremely inefficient, even when nearing the endgame.

In the extreme endgame, where you have an infinite amount of resources from deep drills or long-range mineral scanners, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. Also, reactors will never have their components breakdown.

If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link it to your main power supply.

Version history[edit]

  • ? - Recipe changed from Steel 300, Plasteel 500, Uranium 150, Component 25 -> Steel 500, Plasteel 500, Uranium 100, Advanced component 20
  • Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%. Recipe changed from Steel 500, Plasteel 500, Uranium 100, Advanced component 20 -> Steel 350, Plasteel 280, Uranium 70, Advanced component 8