Difference between revisions of "Power"
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=== Power generator summary === | === Power generator summary === | ||
{| {{STDT| sortable c_01}} | {| {{STDT| sortable c_01}} | ||
− | ! Type !! Cost !! Size !! | + | ! Type !! Cost !! Size !! Base Output<br>(Watts) !! Variable<br>Output !! Day !! Night !! Placement |
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| [[Solar generator]] || {{Required Resources|Solar generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Q|Solar generator|Size}} || {{Q|Solar generator|Power Consumption}} || {{Check}} || {{Check}} || {{Cross}} || In sunlight | | [[Solar generator]] || {{Required Resources|Solar generator|sep=<nowiki> </nowiki>+|simple=1}} || {{Q|Solar generator|Size}} || {{Q|Solar generator|Power Consumption}} || {{Check}} || {{Check}} || {{Cross}} || In sunlight |
Revision as of 05:15, 7 June 2022
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Power is electrical energy that powers the operation of certain appliances, including workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially in late 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
Chemfuel powered generator
The chemfuel powered generator produces power from chemfuel. The generator is an exact analog to the wood-fired generator, only the type of fuel is different.
Wood-fired generator
The wood-fired generator is identical to the chemfuel generator, except that it is fueled by wood and is slightly cheaper to construct. Requires no research for New Arrivals. Unlocked by researching Electricity for Tribal starts.
Geothermal generator
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. Requires researching Geothermal power
Solar generator
Unlocked by researching Solar power.
Wind turbine
Wind turbines generate a variable amount of power directly proportional to the wind speed. Requires no research for New Arrivals. Unlocked by researching Electricity for Tribal starts.
Watermill generator
A watermill generator provides power from a moving river, providing a constant 1100W of power. It is relatively cheap and requires no upkeep, but is also fairly large and cannot be placed too closely to another without degrading performance. Requires research.
Ship reactor
Although it is a ship part and not listed in the Power menu, the ship reactor is perfectly usable as a power generator. It provides 1000W of power, with no need for fuel or other maintenance; it does not generate any heat. It is normally only built as part of the space ship to win the game, and must be powered up to become operational for the ship, which triggers a 15-day long enemy invasion event. Requires research.
Vanometric power cell
Similar to the ship reactor, the vanometric power cell provides a consistent 1000W of power at all times with no upkeep or restrictions. It has a small 1x2 footprint and can be moved freely. The catch is that these power cells are very rare; they cannot be manufactured or purchased, only received as a quest reward. With their comparatively low output, there is no reliable way to acquire enough to satisfy more than a small fraction of a normal colony's power budget, but they are a convenient way of powering high-priority or off-grid equipment.
Unstable power cell
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Effectively a smaller, less powerful and significantly more explosive vanometric power cell from the Royalty DLC. It can only be captured from Mechanoid clusters. It provides 400W with no need for fuel, in 1x1 footprint that can be moved around freely. While more common than the vanometric power cell, its fragility and explosive tendencies can make it hard to capture from clusters and care must be taken to shield it from damage when in use. It also only produces a relatively small amount of power, so like the vanometric power cell, it is most useful for off-grid or high priority items rather than supplementing the main power grid.
Power generator summary
Type | Cost | Size | Base Output (Watts) |
Variable Output |
Day | Night | Placement |
---|---|---|---|---|---|---|---|
Solar generator | 100 + 3 | 4 × 4 | 1,700 | In sunlight | |||
Wind turbine | 100 + 2 | 7 × 2 | 2,300 | In open ground | |||
Watermill generator | 280 + 80 + 3 | 5 × 6 | 1,100 | On riverbanks | |||
Chemfuel powered generator | 100 + 3 | 2 × 2 | 1,000 | Anywhere | |||
Wood-fired generator | 100 + 2 | 2 × 2 | 1,000 | Anywhere | |||
Geothermal generator | 340 + 8 | 6 × 6 | 3,600 | On geysers | |||
Ship reactor | 350 + 280 + 70 + 8 | 6 × 7 | 1,000 | Outside (can roof over afterwards) | |||
Vanometric power cell | N/A | 1 × 2 | 1,000 | Anywhere | |||
Unstable power cell | N/A | 1 × 1 | 400 | Anywhere |
Power transfers
Power conduit
A power conduit transmits power from generators or batteries to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rocks and ores.
Waterproof conduit
A Waterproof conduit transmits power from generators or batteries to appliances up to six squares away. Waterproof Conduit can only be built on water.
(note: the image for the waterproof conduit is actually an image of the power conduit, RimWorld Wiki is currently lacking an image for the conduit. The conduit is actually tinted blue.)
Power switch
Power storage
Batteries
Appliances
Appliances are structures or buildings that require power but don't transmit it. Most appliances can connect automatically if placed up to six squares away from a conduit, generator or battery. 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. 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 flick.
Reconnect
|
Designate toggle power
|
Appliances summary
Appliance | Power consumption (in Watts) |
---|---|
Autodoor | 50 |
Electric tailor bench | 120 |
Electric smithy | 210 |
Machining table | 350 |
Electric smelter | 700 |
Electric crematorium | 250 |
Hi-tech research bench | 250 |
Multi-analyzer | 200 |
Fabrication bench | 250 |
Nutrient paste dispenser | 200 |
Standing lamp | 75 |
Sun lamp | 2900 during day only |
Hydroponics basin | 70 |
Biofuel refinery | 170 |
Infinite chemreactor | 300 |
Vitals monitor | 80 |
Comms console | 200 |
Ground-penetrating scanner | 700 |
Long-range mineral scanner | 700 |
Electric stove | 350 |
Heater | 175 |
Cooler | 200 |
Mini-turret | 80 |
Tube television | 200 |
Flatscreen television | 330 |
Megascreen television | 450 |
Version history
- 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.