Difference between revisions of "Ship reactor"
m (→Power: really fix typos) |
m (→Power: more typos) |
||
Line 45: | Line 45: | ||
===Power=== | ===Power=== | ||
As a power source, its cost and size makes it extremely inefficient, even in the endgame. | As a power source, its cost and size makes it extremely inefficient, even in the endgame. | ||
− | *[[Geothermal generator]] are cheaper ({{icon small|steel}} 340 [[steel]], {{Icon small|component}} 8 [[component]]s) and provide 3500 W of constant power. Geothermal vents are finite, but | + | *[[Geothermal generator]] are cheaper ({{icon small|steel}} 340 [[steel]], {{Icon small|component}} 8 [[component]]s) and provide 3500 W of constant power. Geothermal vents are finite, but 1-2 generators can power an entire colony for large portions of the game. |
*A [[chemfuel generator]] ({{icon small|steel}} 100 [[steel]], {{Icon small|component}} 3 [[component]]s) provides a constant 1000 W for 4.5 [[chemfuel]] per day ({{icon small|silver}} 621 market value per year), can be placed practically anywhere, and only occupies a 2x2 region. | *A [[chemfuel generator]] ({{icon small|steel}} 100 [[steel]], {{Icon small|component}} 3 [[component]]s) provides a constant 1000 W for 4.5 [[chemfuel]] per day ({{icon small|silver}} 621 market value per year), can be placed practically anywhere, and only occupies a 2x2 region. | ||
*A [[battery]] plus two [[solar generator]]s ({{icon small|steel}} 270 [[steel]], {{Icon small|component}} 8 [[component]]s) can provide an estimated 1100 W all day (barring some [[event]]s) at roughly 15% the cost. | *A [[battery]] plus two [[solar generator]]s ({{icon small|steel}} 270 [[steel]], {{Icon small|component}} 8 [[component]]s) can provide an estimated 1100 W all day (barring some [[event]]s) at roughly 15% the cost. | ||
− | In the ''extreme'' endgame, where you have an infinite amount of resources from [[deep drill]]s or [[long-range mineral scanner]]s, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link to your main power supply. | + | In the ''extreme'' endgame, where you have an infinite amount of resources from [[deep drill]]s or [[long-range mineral scanner]]s, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link it to your main power supply. |
==Version histor== | ==Version histor== |
Revision as of 21:59, 29 November 2022
Ship reactor
Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.
Base Stats
Building
- Size
- 6 × 7
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Heavy
- Power
- 1000 W
Creation
- Required Research
- Starship reactor
- 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 the Starship reactor research project to be completed in order to be constructed. Each requires 350 Steel, 280 Plasteel, 70 Uranium, 8 Advanced components, 65,000 ticks (18.06 mins) of work, and a Construction skill of 8.
Summary
A ship reactor must be activated in order to launch a ship. The activation process takes 15 days, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. There does not need to be a completed ship in order to start activation; you can start as soon as the reactor is built.
Otherwise, a ship reactor will provide 1000 W of power at all times, regardless of activation.
Analysis
It's best to activate a reactor before building the rest of the ship. Doing more construction will increase your colony's wealth, increasing the strength of raids. This also gives you more flexibility in defending the reactor, as you can surround it with walls, making it a non-target for most raiders. After the raids are done you can build the rest of the ship at your leisure.
Power
As a power source, its cost and size makes it extremely inefficient, even in the endgame.
- Geothermal generator are cheaper ( 340 steel, 8 components) and provide 3500 W of constant power. Geothermal vents are finite, but 1-2 generators can power an entire colony for large portions of the game.
- A chemfuel generator ( 100 steel, 3 components) provides a constant 1000 W for 4.5 chemfuel per day ( 621 market value per year), can be placed practically anywhere, and only occupies a 2x2 region.
- A battery plus two solar generators ( 270 steel, 8 components) can provide an estimated 1100 W all day (barring some events) at roughly 15% the cost.
In the extreme endgame, where you have an infinite amount of resources from deep drills or long-range mineral scanners, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link it to your main power supply.
Version histor
- ? - Recipe changed from Steel 300, Plasteel 500, Uranium 150, Component 25 -> Steel 500, Plasteel 500, Uranium 100, Advanced Component 20
- ? (Possibly 1.0) - Recipe changed from Steel 500, Plasteel 500, Uranium 100, Advanced Component 20 -> Steel 350, Plasteel 280, Uranium 70, Advanced Component 8