Difference between revisions of "Breakdown"

From RimWorld Wiki
Jump to navigation Jump to search
(Created page with Summary, Repairing, Effects, and Affected Buildings.)
 
(2= headers and removing of all the effects (there's no need to list all of them, if we already have a list of buildings))
Line 2: Line 2:
 
{{About|buildings with broken components|psychological breakdowns|Mental break}}
 
{{About|buildings with broken components|psychological breakdowns|Mental break}}
  
=== Summary ===
+
== Summary ==
 
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]]
 
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]]
 
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
 
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
 +
 +
=== Effects ===
 +
Generally, a broken-down building will stop working, behaving as though it has been turned off. The following are special cases:
 +
* [[Battery|Batteries]] will not contribute to grid capacity, and will lose any energy they had previously stored.
 +
* [[Autodoor]]s will behave like regular [[door]]s.
  
 
=== Repairing ===
 
=== Repairing ===
 
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]
 
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]
When a building breaks down, a colonist with the [[construction]] work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's [[Repair Success Chance]]. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require [[advanced component]]s.
+
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's [[Repair Success Chance]]. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require [[advanced component]]s.
 
 
=== Effects ===
 
The effects of a breakdown vary depending on the building affected. Generally, a broken-down building will behave as though it has been turned off.
 
* [[Generator]]s will stop consuming fuel or producing energy
 
* [[Battery|Batteries]] will not contribute to grid capacity and will lose any energy they had previously stored
 
* Scanners, [[comms console]]s, [[nutrient paste dispenser]]s, and workbenches cannot be used
 
* [[Orbital trade beacon]]s will not add nearby items to the orbital [[trade]] screen
 
* [[Turret]]s will fail to acquire targets and will not fire
 
** Manually-triggered turrets like the [[rocketswarm launcher]] cannot be activated
 
* [[Temperature]] pushers will stop affecting the temperature
 
* [[Autodoor]]s will behave like regular [[door]]s
 
* [[Ship landing beacon]]s{{RoyaltyIcon}} will no longer mark their respective corner
 
* [[Psychic emanator]]s will no longer affect pawns
 
* [[Infinite chemreactor]]s will put their production timers on pause
 
  
=== Affected Buildings ===
+
== Affected Buildings ==
 
Below is an exhaustive list of all buildings that can break down:
 
Below is an exhaustive list of all buildings that can break down:
 
* {{Icon small|Orbital trade beacon}}[[Orbital trade beacon]]
 
* {{Icon small|Orbital trade beacon}}[[Orbital trade beacon]]

Revision as of 13:21, 17 November 2022

Summary

The icon used to show buildings in need of repair.

A breakdown occurs when the mechanical or electrical components of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an MTB of 13,680,000 ticks (3.8 years). Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.

Effects

Generally, a broken-down building will stop working, behaving as though it has been turned off. The following are special cases:

  • Batteries will not contribute to grid capacity, and will lose any energy they had previously stored.
  • Autodoors will behave like regular doors.

Repairing

A colonist replacing the broken components in a cooler.

When a building breaks down, a colonist with the Construction work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's Repair Success Chance. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require advanced components.

Affected Buildings

Below is an exhaustive list of all buildings that can break down: