Difference between revisions of "Breakdown"
(→Repairing: Broke up into paragraphs. Added time of repair. Added blurb about maxing out success chance.) |
m (category) |
||
Line 21: | Line 21: | ||
== 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 | + | * {{Icon Small|Orbital trade beacon}}[[Orbital trade beacon]] |
− | * {{Icon | + | * {{Icon Small|Comms console}}[[Comms console]] |
− | * {{Icon | + | * {{Icon Small|Ground-penetrating scanner}}[[Ground-penetrating scanner]] |
− | * {{Icon | + | * {{Icon Small|Long-range mineral scanner}}[[Long-range mineral scanner]] |
− | * {{Icon | + | * {{Icon Small|Nutrient paste dispenser}}[[Nutrient paste dispenser]] |
− | * {{Icon | + | * {{Icon Small|Battery}}[[Battery]] |
− | * {{Icon | + | * {{Icon Small|Autodoor}}[[Autodoor]] |
− | * {{Icon | + | * {{Icon Small|Ship landing beacon}}[[Ship landing beacon]]{{RoyaltyIcon}} |
− | * {{Icon | + | * {{Icon Small|Psychic emanator}}[[Psychic emanator]] |
− | * {{Icon | + | * {{Icon Small|Infinite chemreactor}}[[Infinite chemreactor]] |
* [[Temperature]]: | * [[Temperature]]: | ||
− | ** {{Icon | + | ** {{Icon Small|Heater}}[[Heater]] |
− | ** {{Icon | + | ** {{Icon Small|Cooler}}[[Cooler]] |
* [[Generator]]s: | * [[Generator]]s: | ||
− | ** {{Icon | + | ** {{Icon Small|Wood-fired generator}}[[Wood-fired generator]] |
− | ** {{Icon | + | ** {{Icon Small|Chemfuel powered generator}}[[Chemfuel powered generator]] |
− | ** {{Icon | + | ** {{Icon Small|Wind turbine}}[[Wind turbine]] |
− | ** {{Icon | + | ** {{Icon Small|Solar generator}}[[Solar generator]] |
− | ** {{Icon | + | ** {{Icon Small|Geothermal generator}}[[Geothermal generator]] |
− | ** {{Icon | + | ** {{Icon Small|Watermill generator}}[[Watermill generator]] |
* Workbenches: | * Workbenches: | ||
− | ** {{Icon | + | ** {{Icon Small|Electric tailor bench}}[[Electric tailor bench]] |
− | ** {{Icon | + | ** {{Icon Small|Machining table}}[[Machining table]] |
− | ** {{Icon | + | ** {{Icon Small|Electric stove}}[[Electric stove]] |
− | ** {{Icon | + | ** {{Icon Small|Electric smelter}}[[Electric smelter]] |
− | ** {{Icon | + | ** {{Icon Small|Biofuel refinery}}[[Biofuel refinery]] |
− | ** {{Icon | + | ** {{Icon Small|Fabrication bench}}[[Fabrication bench]] |
<!-- Not electric smithies --> | <!-- Not electric smithies --> | ||
* [[Turret]]s: | * [[Turret]]s: | ||
− | ** {{Icon | + | ** {{Icon Small|Mini-turret}}[[Mini-turret]] |
− | ** {{Icon | + | ** {{Icon Small|Autocannon}}[[Autocannon]] |
− | ** {{Icon | + | ** {{Icon Small|Uranium slug turret}}[[Uranium slug turret]] |
− | ** {{Icon | + | ** {{Icon Small|Foam turret}}[[Foam turret]] |
− | ** {{Icon | + | ** {{Icon Small|Rocketswarm launcher}}[[Rocketswarm launcher]] |
+ | |||
+ | [[Category:Game mechanics]] |
Revision as of 12:24, 23 December 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs strategy regarding when to spend components on repairs, and what to repair first. |
Summary
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
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. The job takes 1,000 ticks (16.67 secs), regardless of external factors like skill or global work speed.
A successful repair depends on the colonist's Repair Success Chance. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. 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: