Difference between revisions of "Ship reactor"
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== Analysis == | == Analysis == | ||
{{stub|section=1|reason=More complete comparison with other power items needed and use cases}} | {{stub|section=1|reason=More complete comparison with other power items needed and use cases}} | ||
− | It can | + | It's best 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. |
+ | |||
+ | As a power source, its cost and size makes it extremely inefficient, even in the endgame. For example, a [[battery]] plus two [[solar generator]]s costs 270 [[steel]] and 8 [[components]] (total market value 790) and can provide an estimated 1100 W all day at roughly 15% the cost; and a [[chemfuel generator]] provides a constant 1000 W at 100 steel and 3 components (295 market value) plus 4.5 [[chemfuel]] per day (621 market value per year) while occupying only a 2x2 region. | ||
==Version histor== | ==Version histor== |
Revision as of 22:44, 29 October 2022
Ship reactor
Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
Base Stats
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)
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
Ship reactors require the Starship reactor research project to be completed in order to be constructed. Each requires 350 Steel, 280 Plasteel, 70 Uranium, 8 Advanced components, 65,000 ticks (18.06 mins) of work, and a Construction skill of 8.
Summary
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. There does not need to be a completed ship in order to start activation; you can start as soon as the reactor is built.
Otherwise, a ship reactor will provide 1000 W of power at all times, regardless of activation.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: More complete comparison with other power items needed and use cases. |
It's best 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.
As a power source, its cost and size makes it extremely inefficient, even in the endgame. For example, a battery plus two solar generators costs 270 steel and 8 components (total market value 790) and can provide an estimated 1100 W all day at roughly 15% the cost; and a chemfuel generator provides a constant 1000 W at 100 steel and 3 components (295 market value) plus 4.5 chemfuel per day (621 market value per year) while occupying only a 2x2 region.
Version histor
- ? - Recipe changed from Steel 300, Plasteel 500, Uranium 150, Component 25 -> Steel 500, Plasteel 500, Uranium 100, Advanced Component 20
- ? (Possibly 1.0) - Recipe changed from Steel 500, Plasteel 500, Uranium 100, Advanced Component 20 -> Steel 350, Plasteel 280, Uranium 70, Advanced Component 8