Difference between revisions of "Power"
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==Summary== | ==Summary== | ||
− | Power is measured in the form of '''Watts (W)'''. Buildings will consume a certain amount of watts, so long as they are powered | + | Power is measured in the form of '''Watts (W)'''. Buildings will consume a certain amount of watts, so long as they are powered. Most buildings will use power even when not actively used. There is no benefit of having more watts of power, except when stored by [[battery|batteries]]. Specifically, power is stored in '''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 drain power themselves. |
− | Power | + | Power travels through [[power conduit]]s and [[power switch]]es, though anything that generates power can also transport it. Buildings can be "plugged in" from a certain distance away from a conduit or generator, and don't need to be directly adjacent. |
− | Power conduits and batteries can randomly [[Events#Zzztt...|short circuit]] when connected to | + | Power conduits and batteries can randomly [[Events#Zzztt...|short circuit]] when connected to a grid. Many electric appliances also short circuit while in [[rain]]. |
===Mechanoid Power=== | ===Mechanoid Power=== |
Revision as of 21:36, 28 October 2022
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This article is suggested to be rewritten. Reason: Does not cover the mechanics of power sufficiently, also in need of cleanup and standardisation. You can help the RimWorld Wiki by improving it. |
Power is a representation of electricity, required to power a wide variety of appliances and buildings.
Summary
Power is measured in the form of Watts (W). Buildings will consume a certain amount of watts, so long as they are powered. Most buildings will use power even when not actively used. There is no benefit of having more watts of power, except when stored by batteries. Specifically, power is stored in 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 drain power themselves.
Power travels through power conduits and power switches, though anything that generates power can also transport it. Buildings can be "plugged in" from a certain distance away from a conduit or generator, and don't need to be directly adjacent.
Power conduits and batteries can randomly short circuit when connected to a grid. Many electric appliances also short circuit while in rain.
Mechanoid Power
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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 pollution.
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: 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. |
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 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 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.
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 Basic.
Reconnect
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Designate toggle power
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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.