Difference between revisions of "Wood-fired generator"

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(type: Buildings -> Building; placeable: Yes -> true; path cost: - -> 50; passability: - -> pass through only; blockswind: - -> true; cover: - -> 1; minifiable: - -> false; flammability: 1.0 -> 1; power: + 1000 -> 1000; lightradius: - -> 6; heatpersecond: - -> 6; terrain affordance: - -> medium; research: Electricity -> electricity;)
(glowradius: - -> 6; glowcolor: - -> (217, 112, 33); research: electricity -> Electricity; lightradius: 6 -> -;)
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|beauty = -20
 
|beauty = -20
 
|power = 1000
 
|power = 1000
|lightradius = 6
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|glowradius = 6
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|glowcolor = (217, 112, 33)
 
|heatpersecond = 6
 
|heatpersecond = 6
 
|terrain affordance = medium
 
|terrain affordance = medium
|research = electricity
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|skill 1 level = 4

Revision as of 00:12, 14 October 2021

Wood-fired generator

Wood-fired generator

Produces power by consuming wood. Must be periodically loaded with wood fuel by hand.

Base Stats

Type
BuildingPower
Market Value
265 Silver [Note]
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)
Resources to make
Steel 100 + Component 2
Deconstruct yield
Steel 50 + Component 1
Destroy yield
Steel 25 + Component 0 - 1

A wood-fired generator is a power source that runs by burning wood as fuel. Holds up to 75 wood max, and will provide a constant supply of power for roughly 3 days and 9 hours before running out, for a fuel consumption of 22 per day. It also produces a slight amount of heat and light while running as secondary effect and thus should not be sited in or adjacent to spaces you want to cool.

Acquisition

Wood-fired generators can be built once Electricity is researched. Each generator requires Steel 100 Steel, Component 2 Components, 2,500 ticks (41.67 secs) of work, and a construction skill of 4.

Summary

The wood-fired generator consumes Wood 22 wood per day and generates a constant 1000W as long as it is switched on. 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 ? 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]. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.[Confirmation needed].

Analysis

Though having a considerable labor cost for chopping and hauling wood, the wood-fired generator nonetheless represents a big improvement in fuel efficiency from neolithic heating and cooling technology.

For example: The passive cooler and the electric cooler have the same cooling power (meaning, they will cool the same space by the same number of degrees -- down to the passive cooler's minimum, anyway). The passive cooler uses 50 wood and cools for 5 days, for a wood consumption of 10 per cooler-day equivalent (CDE). Electric coolers use 200 W when on, meaning the wood-fired generator can power 5 of them, and its wood consumption is 22 per day. This gives a wood consumption per CDE of 4.4, which is more than a doubling of fuel efficiency! This is very noticeable if you are playing the tribal scenario and have need for constant cooling.

In comparison, the wood/CDE for a chemfuel powered generator is 1.8. Though chemfuel has a labor cost for refining, the lessened workload for your choppers and haulers more than makes up for this; thus, the wood-fired generator is strictly obsolete once you have access to chemfuel.

Wind turbines, the other generator type unlocked by the electricity research, require batteries to provide stable power. As such, they in practice require additional research, which you may not want to wait for. They are also a bigger investment (particularly if you take the need for batteries into account), and require more space and care in their placement.

Conclusion: If you have good access to wood, wood-fired generators are a natural choice for your first generator or two, since they provide stable power with little investment and no need for additional research. Longer-term, the labor cost of chopping down trees and hauling the wood makes the wood-fired generator unattractive compared to non-fueled generators, and it is made obsolete by chemfuel. Since it can be turned off, it can serve as emergency backup after you have made the transition to more efficient generators.

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 generators to wood-fired generators but otherwise identical. This was changed to prevent ambiguity with the Chemfuel powered generator, which was added in the same update.