Difference between revisions of "Watermill generator"

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(→‎Acquisition: wind turbines -> watermill generators)
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==Summary==
 
==Summary==
 
The watermill generator produces a constant 1100W after construction. The watermill generator is unique in that it requires two different types of terrain: heavy and moving water.
 
The watermill generator produces a constant 1100W after construction. The watermill generator is unique in that it requires two different types of terrain: heavy and moving water.
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The base is a 3x3 square in the middle of the housing; the housing extends another 1 square beyond that, making a 5x5 square. Then the 1x5 waterwheel is attached to one side of the housing (your choice), making the total footprint <u>5x6</u>. Only the 3x3 base must be on firm ground, the rest of the housing may be over water.
  
 
A watermill generator must be placed:
 
A watermill generator must be placed:
#with its water wheel entirely in moving water,
+
# with its 3x3 base on tiles that can support Heavy (i.e. on solid ground, not on a bridge or marsh)
#with its base on tiles that can support Heavy (for example, not on a bridge or marsh),
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# with its water wheel entirely in moving water
#with neither its housing nor wheel overlapping any other buildings or walls.
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# with neither its housing nor wheel overlapping any other buildings or walls
 
 
The base is a 3x3 square in the middle of the housing, which is a 5x5 square. Then the 1x5 waterwheel is attached to the housing, making the total footprint 5x6. Only the base must be on firm ground, the rest of the housing may be over water.
 
  
 
When placing the watermill generator, the blueprint will show:
 
When placing the watermill generator, the blueprint will show:
# The base of the generator (in white)
+
* The 3x3 base of the generator (in white)
# The housing of the generator (green if placeable, red if not)
+
* The 5x5  housing of the generator (green if placeable, red if not)
# The waterwheel of the generator (green if placeable, red if not)
+
* The 1x5 waterwheel of the generator off one side of that (green if placeable, red if not)
# The exclusion zone, explained below (blue on previously built watermills, green if OK, flashing orange if overlapping)
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* The (semi-)exclusion zone, explained below (blue on previously built watermills, green if OK, flashing orange if overlapping)
  
 
<gallery widths="400px" heights="800px" class="center" mode="nolines">
 
<gallery widths="400px" heights="800px" class="center" mode="nolines">
File:Watermill-placement-not_OK.jpg|Watermill placement not allowed, and exclusion zone overlapping.
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File:Watermill-placement-OK.jpg|Good placement of watermill; green housing, wheel and exclusion zone. Note base (white) on firm ground but housing partially over water.  
File:Watermill-placement-OK.jpg|Acceptable placement of watermill. Note base on firm ground but housing partially over water.
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File:Watermill-placement-not_OK.jpg|Watermill placement not allowed (red housing & wheel, from overlapping wall), and exclusion zone overlapping (orange warning re -70% power penalty). Base in white.
 
</gallery>
 
</gallery>
  
  
Power output does not depend on water tiles covered. However, the output of watermills will be reduced to 30% (330W) if you overlap their exclusion zones. The exclusion zones are 13x7 rectangles, extending 4 squares above, below and outside the mill. If you wish to build multiple maximally efficient watermills, they will need to be spread out a bit making them slightly harder to defend than most other power generating systems.  
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Power output does not depend on water tiles covered. However, the output of watermills will be reduced to 30% (330W) if you overlap their exclusion zones. The exclusion zones are 13x7 rectangles, extending 4 squares above, below and outside the mill. If you wish to build multiple maximally efficient watermills, they will need to be spread out a bit, making them slightly harder to defend than most other power generating systems.  
  
 
The 30% reduction does not stack, so given a sufficiently straight river, an alternative strategy to maximize power output would be to cram as many watermill generators as possible along both sides of the river bank.
 
The 30% reduction does not stack, so given a sufficiently straight river, an alternative strategy to maximize power output would be to cram as many watermill generators as possible along both sides of the river bank.

Revision as of 09:37, 18 January 2022

Watermill generator

Watermill generator

Produces electricity from a river. Must be placed with its wheel in moving water. If watermills are placed too close together, the turbulence they generate will interfere and reduce power generation.

Base Stats

Type
BuildingPower
Market Value
600 Silver [Note]
Beauty
-20
HP
400
Flammability
100%

Building

Size
5 × 6
Minifiable
False
Placeable
True
Passability
impassable
Cover Effectiveness
75%
Blocks Wind
True
Power
1100 W

Creation

Required Research
Watermill generator
Skill Required
Construction 6
Work To Make
4,000 ticks (1.11 mins)
Resources to make
Wood 280 + Steel 80 + Component 3
Deconstruct yield
Wood 140 + Steel 40 + Component 1 - 2
Destroy yield
Wood 70 + Steel 20 + Component 0 - 1

Watermill generators are built on moving water to generate a constant 1100W of power, regardless of weather or other conditions.

Acquisition

Watermill generators can be constructed once Watermill Generator has been researched. Each one requires Wood 280 Wood, Steel 80 Steel, Component 3 Components, and a Construction skill of 6.

Summary

The watermill generator produces a constant 1100W after construction. The watermill generator is unique in that it requires two different types of terrain: heavy and moving water.

The base is a 3x3 square in the middle of the housing; the housing extends another 1 square beyond that, making a 5x5 square. Then the 1x5 waterwheel is attached to one side of the housing (your choice), making the total footprint 5x6. Only the 3x3 base must be on firm ground, the rest of the housing may be over water.

A watermill generator must be placed:

  1. with its 3x3 base on tiles that can support Heavy (i.e. on solid ground, not on a bridge or marsh)
  2. with its water wheel entirely in moving water
  3. with neither its housing nor wheel overlapping any other buildings or walls

When placing the watermill generator, the blueprint will show:

  • The 3x3 base of the generator (in white)
  • The 5x5 housing of the generator (green if placeable, red if not)
  • The 1x5 waterwheel of the generator off one side of that (green if placeable, red if not)
  • The (semi-)exclusion zone, explained below (blue on previously built watermills, green if OK, flashing orange if overlapping)


Power output does not depend on water tiles covered. However, the output of watermills will be reduced to 30% (330W) if you overlap their exclusion zones. The exclusion zones are 13x7 rectangles, extending 4 squares above, below and outside the mill. If you wish to build multiple maximally efficient watermills, they will need to be spread out a bit, making them slightly harder to defend than most other power generating systems.

The 30% reduction does not stack, so given a sufficiently straight river, an alternative strategy to maximize power output would be to cram as many watermill generators as possible along both sides of the river bank.

Bridges do not interfere with power generation if built within the generator's exclusion zone.

Analysis

Version history