Difference between revisions of "Passive cooler"
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− | The [[passive cooler]] is a low-tech alternative to the [[cooler]], a construction that absorbs heat from interior spaces at a rate of 19.8°F (11°C) per second. It does not require power or any advanced materials but will run out of fuel in 5 game days and must be restocked with 50 wood (the same as the build cost) to continue working. | + | The [[passive cooler]] is a low-tech alternative to the [[cooler]], a construction that absorbs heat from interior spaces at a rate of 19.8°F (11°C) per second. It does not require power or any advanced materials, but will run out of fuel in 5 game days and must be restocked with 50 wood (the same as the build cost) to continue working. |
== Acquisition == | == Acquisition == | ||
− | Constructing a passive cooler requires [[Research#Passive cooler|Passive Cooler]] to be researched and | + | Constructing a passive cooler requires [[Research#Passive cooler|Passive Cooler]] to be researched, which both [[Scenario_system#New_Tribe_vs_New_Arrivals|New Tribe]] and [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] start with. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}. |
== Analysis == | == Analysis == | ||
− | + | Passive coolers cannot lower the temperature below 17°C (63°F), so they cannot preserve food like electric coolers, but they can protect your colonists from extreme heat and prevent debuffs such as "Slept in the heat". | |
− | Passive coolers cannot lower the temperature below 17°C (63°F), so they cannot preserve food like electric coolers, but they can protect your colonists from extreme heat and prevent debuffs such as "Slept in the heat" | ||
They are very fuel inefficient, even compared to running coolers on [[Wood-fired_generator|wood-fired generators]], but have the great advantage of not needing electrical power to function. As such, they will save your [[beer]] in a [[Events#Solar_flare|solar flare]]. | They are very fuel inefficient, even compared to running coolers on [[Wood-fired_generator|wood-fired generators]], but have the great advantage of not needing electrical power to function. As such, they will save your [[beer]] in a [[Events#Solar_flare|solar flare]]. | ||
Line 40: | Line 39: | ||
* [[Version/0.15.1279|0.15.1279]] - Added. | * [[Version/0.15.1279|0.15.1279]] - Added. | ||
* [[Version/0.19.2009|0.19.2009]] - no longer self-destructs when it runs out of fuel but instead waits to be restocked. | * [[Version/0.19.2009|0.19.2009]] - no longer self-destructs when it runs out of fuel but instead waits to be restocked. | ||
+ | * [[Version/1.0.0|1.0.0]] - No longer requires Construction skill to craft. | ||
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | * [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | ||
+ | * ? New Arrivals start with Passive Cooler researched. | ||
{{nav|temperature}} | {{nav|temperature}} | ||
[[Category:Temperature]] | [[Category:Temperature]] |
Revision as of 14:46, 29 September 2022
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Passive cooler
A traditional unpowered cooler that works by water evaporation. Must be regularly replenished with wood. Not efficient enough to refrigerate food.
Base Stats
- Type
- Building – Temperature
- HP
- 80
- Flammability
- 100%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Placeable
- True
- Cover Effectiveness
- 40%
Creation
- Required Research
- Passive cooler
- Work To Make
- 200 ticks (3.33 secs)
- Deconstruct yield
- Nothing
The passive cooler is a low-tech alternative to the cooler, a construction that absorbs heat from interior spaces at a rate of 19.8°F (11°C) per second. It does not require power or any advanced materials, but will run out of fuel in 5 game days and must be restocked with 50 wood (the same as the build cost) to continue working.
Acquisition
Constructing a passive cooler requires Passive Cooler to be researched, which both New Tribe and New Arrivals start with. It requires 50 Wood and is constructed in 200 ticks (3.33 secs).
Analysis
Passive coolers cannot lower the temperature below 17°C (63°F), so they cannot preserve food like electric coolers, but they can protect your colonists from extreme heat and prevent debuffs such as "Slept in the heat".
They are very fuel inefficient, even compared to running coolers on wood-fired generators, but have the great advantage of not needing electrical power to function. As such, they will save your beer in a solar flare.
Version history
- 0.15.1279 - Added.
- 0.19.2009 - no longer self-destructs when it runs out of fuel but instead waits to be restocked.
- 1.0.0 - No longer requires Construction skill to craft.
- 1.1.0 - Refueling is now toggleable.
- ? New Arrivals start with Passive Cooler researched.