Difference between revisions of "Ship reactor"
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{{Infobox main|Ship| | {{Infobox main|Ship| | ||
| name = Ship reactor | | name = Ship reactor | ||
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− | A '''ship reactor''' is a [[ship]] part needed to take off. It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards. | + | A '''ship reactor''' is a [[ship]] part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the Ship launch ending. |
+ | |||
+ | ==Acquisition== | ||
+ | Ship reactors require {{Required Resources}} and a [[Skills#Construction|construction]] skill of 8. | ||
+ | == Summary == | ||
+ | It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards. | ||
The reactor may be powered on despite the rest of the ship not being built yet. This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]]. | The reactor may be powered on despite the rest of the ship not being built yet. This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]]. | ||
+ | |||
+ | == Analysis == | ||
+ | {{stub|section=1|reason=More complete comparison with other power items needed}} | ||
It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame. | It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame. |
Revision as of 05:28, 24 August 2021
Ship reactor
Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
Base Stats
- Type
- Ship
- HP
- 500
- Rotatable
- Yes
Building
- Size
- 6 × 7
- Placeable
- Yes
- Power
- +1000 W
Creation
- Skill Required
- Construction 8
- Work To Make
- 65,000 ticks (18.06 mins)
A ship reactor is a ship part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the Ship launch ending.
Acquisition
Ship reactors require 350 Steel, 280 Plasteel, 70 Uranium, 8 Advanced components and a construction skill of 8.
Summary
It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards.
The reactor may be powered on despite the rest of the ship not being built yet. This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the strength of raids.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: More complete comparison with other power items needed. |
It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.