Difference between revisions of "Battery"

From RimWorld Wiki
Jump to navigation Jump to search
(Added info tag.)
(Prepped for transclusion - Adopted text from battery section on Power.)
Line 1: Line 1:
<onlyinclude>{{infobox main|building|
+
{{infobox main|building|
 
|name = Battery
 
|name = Battery
 
|image = Battery.jpg|Battery
 
|image = Battery.jpg|Battery
Line 14: Line 14:
 
|beauty = -15
 
|beauty = -15
 
|mass base = 20
 
|mass base = 20
}}</onlyinclude>
+
}}
{{Info|A '''[[battery|battery]]''' stores up to 1000 Watt-days when there is more '''[[power|power]]''' produced than used, and provides power from its storage to appliances if power generated is not enough.}}
+
<onlyinclude>
 +
{{Info|A [[battery]] stores electricity, up to 1000 Wd (Watt-days), when there is surplus [[power|power]], and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from [[wind turbine]]s not getting enough wind or from [[solar generator]]s not getting enough light, at night or during an [[Events#Eclipse|eclipse]].}}
  
==Uses==
+
'''Charging Features'''
  
Batteries are a staple of any colony's energy system. Their primary use is to cushion the highs and lows produced from wind and solar power, so that your base can stay online at all times. Batteries can be used in a pinch as emergency backups in case raiders destroy your power plant or main supply line, and a few batteries can be regularly used to supply power through the night for solar power. Many batteries can even keep a base running through an '''[[events|eclipse]]''', but this is generally not recommended as it is more useful to keep a stable energy supply through [[Wind turbine]]s and [[Geothermal generator]]s.
+
- A battery can only hold 1kWd (86.4MJ).
  
Batteries are high voltage components and require a direct power line to the grid to function. When connected they will automatically charge up from the grid's excess energy, and automatically release energy when it is needed. Batteries charge at 50% efficiency and in addition have a peak charging rate that takes about a full day to charge from empty. A quick rule of thumb is if your maximum energy surplus is twice as large as your worst energy deficit then things are pretty good.
+
- Only 50% of the energy directed to the battery will be stored.
  
 +
- If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.
  
When raining, uncovered batteries with a charge have a high chance of catching fire and exploding. Nearby fire, or NPC's on fire will also cause explosions. Batteries can also malfunction if exposed to high temperatures so be sure to keep them cool during a heat wave.
+
- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
  
Batteries can [[Events#Faulty_Conduit_Explosion|short circuit through an event]], causing ''all'' of the stored energy to explode at a random point along your power grid. More energy will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using [[Power switch]]es. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).
+
'''Special Features'''
  
 +
: '''Moving and Storing'''<br/>
 +
- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.
 +
 +
- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
 +
 +
:'''Hazards'''<br/>
 +
- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by it's envelope notification, as the "Zzztt" event.
 +
 +
- When a short circuit strikes, more stored power will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using [[Power switch]]es. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).
 +
 +
- A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.
 +
 +
- Batteries are highly likely to explode and catch fire when exposed to rain.
 +
 +
- Batteries can catch fire when exposed to too much heat.
 +
</onlyinclude>
 
{{nav|power|wide}}
 
{{nav|power|wide}}
 
[[Category:Buildings]]
 
[[Category:Buildings]]
 
[[Category:Power]]
 
[[Category:Power]]

Revision as of 05:23, 28 March 2017

Battery

Battery

Used to store power.

Base Stats

Type
BuildingsPower
Mass
20 kg
Beauty
-15
HP
100

Building

Size
1
Placeable
Y
"%" can not be assigned to a declared number type with value 50.
Efficiency
Expression error: Unrecognized punctuation character "%".%

A battery stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from wind turbines not getting enough wind or from solar generators not getting enough light, at night or during an eclipse.

Charging Features

- A battery can only hold 1kWd (86.4MJ).

- Only 50% of the energy directed to the battery will be stored.

- If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.

- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.

Special Features

Moving and Storing

- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.

- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.

Hazards

- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional short circuit, causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by it's envelope notification, as the "Zzztt" event.

- When a short circuit strikes, more stored power will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using Power switches. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).

- A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.

- Batteries are highly likely to explode and catch fire when exposed to rain.

- Batteries can catch fire when exposed to too much heat.