Difference between revisions of "Bioferrite generator"
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− | + | '''Bioferrite generator''' is a [[Building]] which uses [[Bioferrite]] to generate [[Power]]. | |
== Acquisition == | == Acquisition == | ||
+ | |||
+ | Bioferrite generators can be built once the Bioferrite generator Anomaly research project is finished, which requires study of Advanced Anomaly [[Entities]]. It requires 100 [[Bioferrite]], 50 [[Steel]], 4 [[Components]], and 1 [[Shard]]. | ||
== Summary == | == Summary == | ||
+ | |||
+ | A Bioferrite generator produces 4000W of power. It consumes 6 Bioferrite per day, and can hold up to 10 days worth of fuel. | ||
+ | |||
+ | Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, [[Psychic Sensitivity]] does not effect the mood penalty, and even Psychically Deaf pawns will experience the debuff. | ||
== Analysis == | == Analysis == | ||
+ | |||
+ | The Bioferrite Generator can be considered an upgrade to the [[Electroharvester]] in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like [[Shambler|Shamblers]] and [[Sightstealer|Stightstealers]]. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like [[Revenant|Revenants]], [[Devourer|Devourers]] and/or [[Fleshmass nucleus]], which produce more Bioferrite for their mass, before making the switch. | ||
== Version history == | == Version history == |
Revision as of 18:10, 23 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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Bioferrite generator
An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat.
Because of the destruction of psychically active bioferrite, this device generates an uncomfortable psychic drone which disturbs those who pass nearby.
Base Stats
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- False
- Terrain Affordance
- Heavy
- Power
- 4000 W
- Light Radius
- 5.22
- Heat Per Second
- 12
Creation
- Required Research
- Bioferrite generator
- Skill Required
- Construction 6
- Work To Make
- 12,000 ticks (3.33 mins)
Bioferrite generator is a Building which uses Bioferrite to generate Power.
Acquisition
Bioferrite generators can be built once the Bioferrite generator Anomaly research project is finished, which requires study of Advanced Anomaly Entities. It requires 100 Bioferrite, 50 Steel, 4 Components, and 1 Shard.
Summary
A Bioferrite generator produces 4000W of power. It consumes 6 Bioferrite per day, and can hold up to 10 days worth of fuel.
Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, Psychic Sensitivity does not effect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
Analysis
The Bioferrite Generator can be considered an upgrade to the Electroharvester in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like Shamblers and Stightstealers. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like Revenants, Devourers and/or Fleshmass nucleus, which produce more Bioferrite for their mass, before making the switch.
Version history
- Anomaly DLC Release - Added.
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