Difference between revisions of "Wood-fired generator"
m (→Summary: maximum temp has been debunked elsewhere) |
(Lots of math updates and automation.) |
||
Line 39: | Line 39: | ||
== Analysis == | == Analysis == | ||
− | Wood-fired | + | Wood-fired generators incur considerable labor costs for [[Chop_Wood|chopping]] and [[hauling|hauling]] wood, but provide an improvement from neolithic technology. |
− | [[ | + | === Wood powered appliances === |
+ | A variety of buildings are powered directly by wood, including [[fueled stove]]s, [[fueled smithy|fueled smithies]], [[campfire]]s, [[passive cooler]]s, and [[torch lamp]]s. In all cases it is significantly more efficient to fuel a generator and run the electric equivalents of each option, however these equivalents require more infrastructure, are vulnerable to [[solar flare]]s and other interuptions, and as a generator's fuel consumption does not scale with the power consumed, there can be inefficiencies that make fueled versions more efficient if the entire capacity of the generator is not used. | ||
− | = | + | {| class="wikitable" |
− | [[ | + | |- |
+ | ! Wood-powered appliance !! Wood per day !! Electric equivalent !! Equivalent wood per day | ||
+ | |- | ||
+ | | [[Campfire]] || {{Icon Small|Wood|| 10}} || [[Heater]] || {{Icon Small|Wood|| {{#expr: -22*{{Q|Heater|Power Consumption #}}/{{P|Power Consumption #}}}}}} | ||
+ | |- | ||
+ | | [[Passive cooler]] || {{Icon Small|Wood|| 10}} || [[Cooler]] || {{Icon Small|Wood|| {{#expr: -22*{{Q|Cooler|Power Consumption #}}/{{P|Power Consumption #}}}}}} | ||
+ | |- | ||
+ | | [[Fueled stove]] || {{Icon Small|Wood||160}}{{Check Tag|Verify|Needs to be checked and then confirmed on the main building page}} || [[Electric stove]] || {{Icon Small|Wood|| {{#expr: -22*{{Q|Electric stove|Power Consumption #}}/{{P|Power Consumption #}}}}}} | ||
+ | |- | ||
+ | | [[Fueled smithy]] || {{Icon Small|Wood|| ?}}{{Check Tag|Detail|Needs to be checked and then added to the main building page}} || [[Electric smithy]] || {{Icon Small|Wood|| {{#expr: -22*{{Q|Electric smithy|Power Consumption #}}/{{P|Power Consumption #}}}}}} | ||
+ | |- | ||
+ | | [[Torch lamp]] || {{Icon Small|Wood|| 2}} || [[Standing lamp]] || {{Icon Small|Wood|| {{#expr: -22*{{Q|Standing lamp|Power Consumption #}}/{{P|Power Consumption #}}}}}} | ||
+ | |} | ||
+ | Notes: | ||
+ | * Equivalent wood per day is assuming is the percentage of a wood fired generator power generation multiplied by the generators wood consumption. Note that this assumes that the generators entire production capacity is used. | ||
+ | * Standing lamps don't produce heat, unlike torch lamps, but are light a larger area. This also does not include the effect of the [[Research#Advanced Lighting]] halving the power consumption. | ||
+ | * Torch lamps and campfires consume more fuel when in the [[rain]]. This is not accounted for. | ||
+ | * Passive coolers and coolers cool at the same rate. | ||
+ | * Campfires and heaters heat at the same rate. | ||
+ | * Campfires and passive coolers cannot go into low power mode to save power like their electric equivalents. | ||
+ | * Fueled stoves and smithies only consume power when being actively worked, while electric stoves and smithies have to manually toggled off to save power. This comparison assumes they are on for the same length of time. | ||
− | === | + | === Wind turbines === |
− | + | [[Wind turbine]]s are also unlocked via researching [[Research#Electricity|Electricity]]. They require no labor to maintain, but do require a large amount of space free of structures and trees. This can make them difficult to defend, and completely unsuitable in certain base layouts. Wind turbine power output is variable, realistically forcing the construction of [[battery|batteries]] to smooth out periods of low power production. Since you can turn off a wood generator, there's no restriction to having both wind and wood generators, keeping the latter in reserve until you need them. | |
− | Chemfuel | + | === Chemfuel powered generators === |
+ | Each [[chemfuel powered generator]] generates {{Q|Chemfuel powered generator|Power Consumption}} W of power. Assuming the colony is running a [[biofuel refinery]] to make chemfuel from wood, each consumes {{icon small|wood||{{#expr:(4.5/35) * 70}}}} [[wood]] per day and an extra {{ticks|(4.5/35) * 2000 round 0}} of work. Powering the biofuel refinery takes {{Q|Biofuel refinery|Power Consumption}} W of power, but takes only {{ticks/gametime|2000}} to produce enough fuel for {{#expr:35/9 round 2}} in-game days of fuel, or on average equivalent of a constant load of only {{#expr:(-{{Q|Biofuel refinery|Power Consumption #}}*(2000/60000))/(35/9) round 2}} W. | ||
+ | |||
+ | The extra {{ticks|(4.5/35) * 2000 round 0}} of work is not nothing, but the reduced wood saves at least {{ticks|((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}} round 0}} of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a [[Plant Work Speed]] of {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * {{Q|Cypress tree|Harvest Work #}})/((4.5/35) * 2000) round 2}} to make it more work efficient to use the wood fired generator, and this increases to a massive {{%|(((22-(4.5*70/35))/{{Q|Cypress tree|Harvest Yield}}) * ({{Q|Cypress tree|Harvest Work #}} + {{Q|Cypress tree|Sow Work #}}))/((4.5/35) * 2000) round 2}} if the tree has to be planted as well. The wood-fired generator will always require more growing space as well. | ||
Also, you can make chemfuel out of [[raw food]]; {{icon small|corn}} [[corn plant|corn]] or even {{icon small|rice}} [[rice plant|rice]] are faster to cultivate than trees, while [[insect meat]] can be extremely plentiful. | Also, you can make chemfuel out of [[raw food]]; {{icon small|corn}} [[corn plant|corn]] or even {{icon small|rice}} [[rice plant|rice]] are faster to cultivate than trees, while [[insect meat]] can be extremely plentiful. |
Revision as of 05:08, 10 December 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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].
Analysis
Wood-fired generators incur considerable labor costs for chopping and hauling wood, but provide an improvement from neolithic technology.
Wood powered appliances
A variety of buildings are powered directly by wood, including fueled stoves, fueled smithies, campfires, passive coolers, and torch lamps. In all cases it is significantly more efficient to fuel a generator and run the electric equivalents of each option, however these equivalents require more infrastructure, are vulnerable to solar flares and other interuptions, and as a generator's fuel consumption does not scale with the power consumed, there can be inefficiencies that make fueled versions more efficient if the entire capacity of the generator is not used.
Wood-powered appliance | Wood per day | Electric equivalent | Equivalent wood per day |
---|---|---|---|
Campfire | 10 | Heater | 3.85 |
Passive cooler | 10 | Cooler | 4.4 |
Fueled stove | 160[Verify] | Electric stove | 7.7 |
Fueled smithy | ?[Detail] | Electric smithy | 4.62 |
Torch lamp | 2 | Standing lamp | 0.66 |
Notes:
- Equivalent wood per day is assuming is the percentage of a wood fired generator power generation multiplied by the generators wood consumption. Note that this assumes that the generators entire production capacity is used.
- Standing lamps don't produce heat, unlike torch lamps, but are light a larger area. This also does not include the effect of the Research#Advanced Lighting halving the power consumption.
- Torch lamps and campfires consume more fuel when in the rain. This is not accounted for.
- Passive coolers and coolers cool at the same rate.
- Campfires and heaters heat at the same rate.
- Campfires and passive coolers cannot go into low power mode to save power like their electric equivalents.
- Fueled stoves and smithies only consume power when being actively worked, while electric stoves and smithies have to manually toggled off to save power. This comparison assumes they are on for the same length of time.
Wind turbines
Wind turbines are also unlocked via researching Electricity. They require no labor to maintain, but do require a large amount of space free of structures and trees. This can make them difficult to defend, and completely unsuitable in certain base layouts. Wind turbine power output is variable, realistically forcing the construction of batteries to smooth out periods of low power production. Since you can turn off a wood generator, there's no restriction to having both wind and wood generators, keeping the latter in reserve until you need them.
Chemfuel powered generators
Each chemfuel powered generator generates 1,000 W of power. Assuming the colony is running a biofuel refinery to make chemfuel from wood, each consumes 9 wood per day and an extra 257 ticks (4.28 secs) of work. Powering the biofuel refinery takes -170 W of power, but takes only 2,000 ticks (0.8 in-game hours) to produce enough fuel for 3.89 in-game days of fuel, or on average equivalent of a constant load of only 1.46 W.
The extra 257 ticks (4.28 secs) of work is not nothing, but the reduced wood saves at least 390 ticks (6.5 secs) of work in tree cutting work, assuming the most efficient harvest tree and that the tree doesn't have to be planted first. This means that a pawn requires a Plant Work Speed of 152% to make it more work efficient to use the wood fired generator, and this increases to a massive 489% if the tree has to be planted as well. The wood-fired generator will always require more growing space as well.
Also, you can make chemfuel out of raw food; corn or even rice are faster to cultivate than trees, while insect meat can be extremely plentiful.
One flaw is that Biofuel Refining costs 700 points of research to acquire. However, boomalopes require no research to acquire. If you have them, chemfuel becomes even more efficient, assuming they can graze for extended periods of time.
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.