Difference between revisions of "Toxifier generator"
m (→Analysis) |
|||
Line 37: | Line 37: | ||
==Analysis== | ==Analysis== | ||
− | Toxifier generators don't actually create much pollution. A [[pollution pump]] can convert the output of 2 generators into [[wastepack]]s, which are easy to freeze and store | + | Toxifier generators don't actually create too much pollution. A [[pollution pump]] can convert the output of 2 generators into [[wastepack]]s, which are easy to freeze and store. |
− | A toxifier generator creates the equivalent of 1 [[wastepack]] every 3 days. | + | A toxifier generator creates the equivalent of 1 [[wastepack]] every 3 days. With a pump, this is equal to 20 wastepacks, or 4 full stacks, per year. A year's worth of waste from ''2'' generators, 8 full stacks, can easily be frozen or otherwise [[toxic wastepack#Disposal|managed]]. An 8x8 room has space for 64 tiles, or 8 years of running 2 generators, and can be frozen with a single [[cooler]] in all but the hottest of biomes. The net power of this setup, {{#expr:{{P|Power Consumption #}}*(2)+{{Q|Pollution pump|Power Consumption #}}*(1) + {{Q|Cooler|Power Consumption #}}*(1)}} W, can be enough to power an entire early- to mid- game colony. |
The pollution can be annoying in the long term, especially with [[allied mechanoid|mechanoids]]. However, "free" and invariable power saves quite a bit of labor compared to [[wood-fired generator]]s. Colonists can manually pick up pollution, though it is quite slow, and non-resistant colonists will accumulate [[toxic buildup]]. | The pollution can be annoying in the long term, especially with [[allied mechanoid|mechanoids]]. However, "free" and invariable power saves quite a bit of labor compared to [[wood-fired generator]]s. Colonists can manually pick up pollution, though it is quite slow, and non-resistant colonists will accumulate [[toxic buildup]]. |
Revision as of 11:44, 2 January 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Toxifier generator
This electrical generator very slowly pollutes the terrain in a radius around it while producing energy. If all terrain in the radius is polluted, the generator will shut down.
Base Stats
Building
- Size
- 2 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- Impassable
- Cover Effectiveness
- 75%
- Terrain Affordance
- Light
- Power
- 1400 W
Creation
- Required Research
- Toxifier generator
- Skill Required
- Construction 4
- Work To Make
- 8,000 ticks (2.22 mins)
The toxifier generator is a power generator added by the Biotech DLC.
Acquisition
Toxifier generators can be constructed once the Toxifier generator research project has been completed. They require 125 Steel, 3 Components, 8,000 ticks (2.22 mins) of work, and a Construction skill of 4.
Once constructed, a Toxifier generator cannot be moved, it can only be deconstructed.
Summary
Each generator produces 1400W and pollutes 6 tiles every 3 days, for an average of 2 tiles a day. The pollution can spread, up to a 27-tile radius from the bottom-left tile. Once all cells in range are polluted, the generator ceases to work until there are unpolluted tiles again.
Analysis
Toxifier generators don't actually create too much pollution. A pollution pump can convert the output of 2 generators into wastepacks, which are easy to freeze and store.
A toxifier generator creates the equivalent of 1 wastepack every 3 days. With a pump, this is equal to 20 wastepacks, or 4 full stacks, per year. A year's worth of waste from 2 generators, 8 full stacks, can easily be frozen or otherwise managed. An 8x8 room has space for 64 tiles, or 8 years of running 2 generators, and can be frozen with a single cooler in all but the hottest of biomes. The net power of this setup, 2400 W, can be enough to power an entire early- to mid- game colony.
The pollution can be annoying in the long term, especially with mechanoids. However, "free" and invariable power saves quite a bit of labor compared to wood-fired generators. Colonists can manually pick up pollution, though it is quite slow, and non-resistant colonists will accumulate toxic buildup.
Clean energy
The toxifier generator's key drawback is its pollution, however, with sufficient infrastructure it can provide net positive power without polluting the map.
Each generator produces an average of 2 tiles of pollution per day. A pollution pump cleans 4 tiles of pollution per day, where 6 tiles = 1 toxic wastepack. The wastepack atomizer destroys 2 wastepacks a day, or 12 pollution tiles per day. Pumps consume -200 W of power each, and atomizers consume -400 W. Therefore, a ratio of 6 toxifier generators : 3 pollution pumps : 1 atomizer is fully clean and has a net power of 7400 W.
Version history
- Biotech DLC Release - Added.