Difference between revisions of "Wood-fired generator"
(Trying hard not to revert what seem to be good faith edits, but please don't insert nonsense (or modded content?) into pages. Also please avoid links in the headings and please don't put content that isn't specific to the page on the page. Lists of what can connect via the small wire doesn't belong on a page about a specific type of generator) |
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== Analysis == | == Analysis == | ||
− | + | Though there's considerable labor cost for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, it's a big improvement from neolithic [[campfire|heating]] and [[passive cooler|cooling]] technology, and much more stable than wind power. | |
− | Though | ||
− | + | [[Campfire]]s and [[passive cooler]]s heat/cool exactly as much as their [[electronic|heater]] [[cooler|counterpart]]s, but use 20 / 50 [[wood]] per day, respectively. A wood-fired generator costs 22 wood and gives 1000 W, able to power '''5''' heaters or coolers, or 1 one of them with 800 W to spare. | |
− | + | [[Wind turbine]]s, the other generator unlocked from Electricity, require a large amount of space, and realistically need [[battery|batteries]] researched to provide stable power. However, they require no labor to mantain (assuming [[floor]] is replaced). Wind turbines are difficult to both scale and protect, so some colony layouts might need the wood generator. Since you can turn off a wood generator, there's no restriction to keeping wood-fired generators in reserve. | |
− | + | Assuming you have a [[biofuel refinery]] (which costs 1400 to [[research), a [[chemfuel powered generator]] consumes 9 [[wood]] per day. Chemfuel costs {{ticks|270}} of work to refine. However, getting 11 wood from just harvesting [[cypress tree]]s - the most work efficient tree - is {{ticks|330}}, ignoring the increasing distance space required to cut more trees. [[Saguaro cactus|Saguaro cacti]] are actually more efficient per harvest, but their natrual, wood-scarce [[biome]]s increase the time to walk. If you are actually growing the tree, it now takes {{ticks|880}} of work. If you have [[boomalope]]s, chemfuel now requires no reserarch and becomes even more efficient, especially if grazing is available. | |
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== Version history == | == Version history == |
Revision as of 17:44, 4 November 2022
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Wood-fired generator
Produces power by consuming wood. Must be periodically loaded with wood fuel by hand.
Base Stats
- Beauty
- -20
- HP
- 300
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 2 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Medium
- Power
- 1000 W
- Light Radius
- 3.44
- Heat Per Second
- 6
Creation
- Required Research
- Electricity
- Skill Required
- Construction 4
- Work To Make
- 2,500 ticks (41.67 secs)
A wood-fired generator is a power source that runs by burning wood as fuel. Holds up to 75 wood max, and consumes it at a rate 22 per day for a constant supply of 1,000W for roughly 3 days and 9 hours before running out. It also produces a slight amount of heat and light while running as secondary effect and thus should not be placed in or adjacent to spaces you want to cool.
Acquisition
Wood-fired generators can be constructed once the Electricity research project has been completed. They require 100 Steel, 2 Components, 2,500 ticks (41.67 secs) of work, and a Construction skill of 4.
Summary
The wood-fired generator consumes 22 wood per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 75 fuel at a time, for a maximum run time of 3.27 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a hauler colonists. It can be switched off; in the off state it will neither consume fuel nor produce power.
It outputs light in a 6 tile radius, with the nearest 3.442 tiles being above 50% light level and considered lit. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator. It heats at a rate of 6 heat per second[Exact mechanic unclear]. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.[Confirmation needed]
Analysis
Though there's considerable labor cost for chopping and hauling wood, it's a big improvement from neolithic heating and cooling technology, and much more stable than wind power.
Campfires and passive coolers heat/cool exactly as much as their heater counterparts, but use 20 / 50 wood per day, respectively. A wood-fired generator costs 22 wood and gives 1000 W, able to power 5 heaters or coolers, or 1 one of them with 800 W to spare.
Wind turbines, the other generator unlocked from Electricity, require a large amount of space, and realistically need batteries researched to provide stable power. However, they require no labor to mantain (assuming floor is replaced). Wind turbines are difficult to both scale and protect, so some colony layouts might need the wood generator. Since you can turn off a wood generator, there's no restriction to keeping wood-fired generators in reserve.
Assuming you have a biofuel refinery (which costs 1400 to [[research), a chemfuel powered generator consumes 9 wood per day. Chemfuel costs 270 ticks (4.5 secs) of work to refine. However, getting 11 wood from just harvesting cypress trees - the most work efficient tree - is 330 ticks (5.5 secs), ignoring the increasing distance space required to cut more trees. Saguaro cacti are actually more efficient per harvest, but their natrual, wood-scarce biomes increase the time to walk. If you are actually growing the tree, it now takes 880 ticks (14.67 secs) of work. If you have boomalopes, chemfuel now requires no reserarch and becomes even more efficient, especially if grazing is available.
Version history
- 0.13.1135 - Added.
- 0.15.1279 - Fueled generator will consume fuel faster. Fuel duration 5 days -> 3 days 9 hours.
- Beta 18 - Name changed from fueled generator to wood-fired generator to prevent ambiguity with the Chemfuel powered generator, which was added in the same update. No other changes made.
- 1.1.0 - Refueling is now toggleable.