Difference between revisions of "Geothermal generator"
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| name = Geothermal generator | | name = Geothermal generator | ||
| image = GeothermalPlant.png | | image = GeothermalPlant.png | ||
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==Analysis== | ==Analysis== | ||
− | [[File:Geothermal-defense|thumb|300px|left|Reasonably defended geothermal vent. No matter how far away it is, raiders will generally not try and target this, unless they are [[breacher]]s and the generator is in the way.]] | + | [[File:Geothermal-defense,.png|thumb|300px|left|Reasonably defended geothermal vent. No matter how far away it is, raiders will generally not try and target this, unless they are [[breacher]]s and the generator is in the way.]] |
Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation. It is often worth choosing a base location that is reasonably close to a steam geyser. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. If geysers are available in reasonable locations, [[Research#{{P|Required Research}}|{{P|Required Research}}]] should be researched relatively early to provide free power for your growing base. | Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation. It is often worth choosing a base location that is reasonably close to a steam geyser. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. If geysers are available in reasonable locations, [[Research#{{P|Required Research}}|{{P|Required Research}}]] should be researched relatively early to provide free power for your growing base. | ||
− | As they usually make up a significant portion of a colony's power generation, are relatively expensive to construct, and geysers can spawn in vulnerable locations, you should protect your generator. A single layer of nonflammable, [[stone]] [[wall]]s are usually enough. Raiders which are not [[breacher]]s or [[sappers]] will never target anything behind a layer of walls, so long as they can access another target (colonist, roaming animal, furniture) without breaking a wall or door. Breachers and sappers will only target walls if they'd be in the way | + | As they usually make up a significant portion of a colony's power generation, are relatively expensive to construct, and geysers can spawn in vulnerable locations, you should protect your generator. A single layer of nonflammable, [[stone]] [[wall]]s are usually enough. Raiders which are not [[breacher]]s or [[sappers]] will never target anything behind a layer of walls, so long as they can access another target (colonist, roaming animal, furniture) without breaking a wall or door. Breachers and sappers will only target walls if they'd be in the way. Multiple layers of walls can be used for extra protection, if so desired. |
A small, 7x7 interior is enough to extinguish fires that happen to start on the generator. Leave the generator room's [[roof|unroofed]] to prevent overheating. As the generator's [[component]]s can break down, leave a [[door]] so you can access it. And, because [[power conduit]]s under a wall are similarly protected from raiders, you may want to have the power line covered by walls. | A small, 7x7 interior is enough to extinguish fires that happen to start on the generator. Leave the generator room's [[roof|unroofed]] to prevent overheating. As the generator's [[component]]s can break down, leave a [[door]] so you can access it. And, because [[power conduit]]s under a wall are similarly protected from raiders, you may want to have the power line covered by walls. |
Revision as of 17:54, 11 January 2023
Geothermal generator
Produces electricity from geothermal steam geysers. Must be placed on a steam geyser.
Base Stats
Building
- Size
- 6 × 6
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Heavy
- Power
- 3600 W
Creation
- Required Research
- Geothermal power
- Skill Required
- Construction 8
- Work To Make
- 12,000 ticks (3.33 mins)
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.
Acquisition
Geothermal generators can be constructed once the Geothermal power research project has been completed. They require 340 Steel, 8 Components, 12,000 ticks (3.33 mins) of work, and a Construction skill of 8.
Summary
Geothermal generators are power generators that can only be built atop a steam geyser, and once constructed produce a constant supply of 3,600W. This power supply is infinite, invariable, and unaffected by weather. Like all power systems however, is still susceptible to solar flares and similar effects.
The construction of a geothermal generator does not inhibit the heat created by the steam geyser, and the geyser will still heat rooms if enclosed.[Any Change?] If enclosed in a roofed 6 × 6 room, the heat generated can be sufficient to autoignite the generator in some biomes.
Analysis
Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation. It is often worth choosing a base location that is reasonably close to a steam geyser. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. If geysers are available in reasonable locations, Geothermal power should be researched relatively early to provide free power for your growing base.
As they usually make up a significant portion of a colony's power generation, are relatively expensive to construct, and geysers can spawn in vulnerable locations, you should protect your generator. A single layer of nonflammable, stone walls are usually enough. Raiders which are not breachers or sappers will never target anything behind a layer of walls, so long as they can access another target (colonist, roaming animal, furniture) without breaking a wall or door. Breachers and sappers will only target walls if they'd be in the way. Multiple layers of walls can be used for extra protection, if so desired.
A small, 7x7 interior is enough to extinguish fires that happen to start on the generator. Leave the generator room's unroofed to prevent overheating. As the generator's components can break down, leave a door so you can access it. And, because power conduits under a wall are similarly protected from raiders, you may want to have the power line covered by walls.
In cold biomes, the heat from the geyser itself can be beneficial. The amount of heat it provides is only a little more than a normal heater,[Fact Check] and is not controllable beyond opening and closing doors and vents, and/or building and tearing down walls with the change of seasons. Depending on the outside temperature, if closed under roof a geothermal generator can heat up to 8 rooms of 6x6 placed symmetrically around it with a 1 tile corridor in between.
A geothermal generator and 2 batteries can power a sun lamp and full set of hydroponics basins.
Version history
- 1.0.2096 - Texture updated.