Difference between revisions of "Battery"
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- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap. | - If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap. | ||
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− | + | '''Moving and Storing''' | |
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- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed. | - A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed. | ||
- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source. | - Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source. | ||
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+ | '''Hazards''' | ||
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- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by it's envelope notification, as the "Zzztt" event. | - A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional [[Events#Faulty_Conduit_Explosion|short circuit]], causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by it's envelope notification, as the "Zzztt" event. | ||
Revision as of 05:29, 28 March 2017
Battery
A battery stores electricity, up to 1000 Wd (Watt-days), when there is surplus power, and provides the stored power back to the grid when there's a deficit. A power deficit is often the result from wind turbines not getting enough wind or from solar generators not getting enough light, at night or during an eclipse.
Charging Features
- A battery can only hold 1kWd (86.4MJ).
- Only 50% of the energy directed to the battery will be stored.
- If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.
- If power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
Moving and Storing
- A battery can be uninstalled, converting it to a 'minified' version in a box. It's categorized as a furniture item and will be hauled to an appropriate stockpile. It still retains its stored charge while boxed. The battery can be installed again when needed.
- Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
Hazards
- A battery that has at least 50 Wd power and connected to any power conduit is subject to an occasional short circuit, causing all of the stored energy to explode at a random piece of power conduit. This event is well-known to players by it's envelope notification, as the "Zzztt" event.
- When a short circuit strikes, more stored power will create a larger explosion, which can be devastating if a large number of batteries discharge at once. Mitigate this damage by creating separate battery networks using Power switches. Disconnect the batteries when charged, and only connect the batteries when they are needed (such as immediately after the other batteries short out).
- A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid. A disconnected battery is not affected by short circuits.
- Batteries are highly likely to explode and catch fire when exposed to rain.
- Batteries can catch fire when exposed to too much heat.