Difference between revisions of "Power"
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===Ship reactor=== | ===Ship reactor=== | ||
See also: [[Ship reactor]] | See also: [[Ship reactor]] | ||
− | [[File:ShipReactor.png|80px|left]] Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable a power generator. It provides 1000W, less than the maximum provided by any other power generator, but without their shortcomings or requirements. It provides power continually and can be placed on any buildable terrain where its | + | [[File:ShipReactor.png|80px|left]] Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable as a power generator. It provides 1000W, which is less than the maximum provided by any other power generator, but without their shortcomings or requirements. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be [[research]]ed before it can be built. |
Revision as of 19:49, 1 November 2015
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Template:Tocright In RimWorld electric power is crucial to survival. Power is required by appliances, which provide vital functions. The success of a colony relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.
Power generators
Wind turbine
See also: Wind turbine
Wind turbines are a cheap way of producing power. It works day and night. Compared to the solar generator which only works during the day.
The wind turbine requires an open area, clear of trees, buildings, roofs, and other taller constructions. However a solar panel can be constructed in front and behind without blocking the wind turbine
Output of the wind turbine is a directly related to current wind speed, therefore it varies as low as no output up to its maximum output. (see Weather for wind conditions) Template:Clr
Solar generator
See also: Solar generator
Solar panels are a cheap first way of producing power from the limitless energy of the Sun.
The drawback is that they don't work during the night or during eclipses, requiring batteries to power lights and turrets when there is no sunlight available. Template:Clr
Geothermal generator
See also: Geothermal generator
A Geothermal generator is a very good and reliable power source drawing its energy from the heat of the planet's core. It is the only power generator which needs research to be built.
It produces a lot of power all day round but it is more expensive to build than the other power generators and it has to be placed on geothermal geysers.
Those geysers are placed at random, sometimes not even occurring at all, and are usually positioned far from the initial landing zone.
This makes geothermal generators either a valuable asset far from the safety of the core base, or necessitates a base relocation to a zone harder to defend against raiders.
Ship reactor
See also: Ship reactor
Although it is a ship part and and not listed in the Power menu, the ship reactor is perfectly usable as a power generator. It provides 1000W, which is less than the maximum provided by any other power generator, but without their shortcomings or requirements. It provides power continually and can be placed on any buildable terrain where its 5x5 structure will fit. It must be researched before it can be built.
Power generator summary
Type | Cost | Size | Power output | Day | Night | Placing |
---|---|---|---|---|---|---|
Solar | 100 Steel | 4x4 | 1700 W | ✓ | ✗ | In sunlight |
Wind Turbine | 100 Steel | 5x2 | Variable (3000W max during high winds) | ✓ | ✓ | In open ground |
Geothermal | 400 Steel | 6x6 | 3600 W | ✓ | ✓ | On geysers |
Ship reactor | 500 Steel 500 Plasteel |
5x5 | 1000 W | ✓ | ✓ | Anywhere |
Power transfers
Power conduit
See also: Power conduit
A power conduit transmits power from generators or batteries to appliances.
It is a big cable that allows appliances to be powered up to 5 squares away from it.
A power conduit doesn't consume any power but takes some space on the floor, as most structures and buildings can't be built over it, except for solar generators, doors, walls and batteries.
NOTE: Power conduits inside walls may rarely fall prey to a random event that will destroy said conduit(s), and cause an electrical fire. It doesn't happen often, but you should create sufficient redundancies in your power grid so that if one conduit is destroyed, another one can supply power to your critical appliances (like auto-turrets).
Power switch
See also: Power switch
Power storage
Batteries
See also: Battery
Batteries play a very important part in the power grid of your base as it allows you to use power coming from solar generator all night long and offers a way to store energy coming from geothermal generators closer to your main base.
A battery can only hold 10,000 KJ, but it won't deplete over time if no appliance is connected to it.
If a power generator's output exceeds appliances power consumption, excess power will be distributed evenly amongst all non-full connected batteries, charging all batteries at the same rate. Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
Appliances
Appliances are structures or buildings that require power but don't transmit it. Most appliances don't require a direct power cable connection, they can be placed up to six squares away from a power cable or power source. When connected to the power grid, it can take a few moments before an appliance turns on.
Appliances summary
Appliance | Power consumption |
---|---|
Autodoor | 50 W |
Tailor's workbench | 120 W |
Smithing bench | 180 W |
Machining table | 350 W |
Electric smelter | 700 W |
Crematorium | 250 W |
Nutrient paste dispenser | 200 W |
Standing lamp | 150 W |
Sun lamp | 1600 W |
Hydroponics basin | 70 W |
Comms console | 200 W |
Cook stove | 350 W |
Heater | 100 W |
Cooler | 200 W |
Improvised turret | 350 W |
Television | 200 W |