Difference between revisions of "Passive cooler"
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== Version history == | == Version history == | ||
− | + | * [[Version/0.15.1279|0.15.1279]] - Added. | |
− | + | * [[Version/0.19.2009|0.19.2009]] - no longer self-destructs when it runs out of fuel but instead waits to be restocked. | |
− | + | * [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | |
{{nav|temperature}} | {{nav|temperature}} | ||
[[Category:Temperature]] | [[Category:Temperature]] |
Revision as of 10:39, 19 October 2021
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Passive cooler
A traditional unpowered cooler that works by water evaporation. Must be regularly replenished with wood. Not efficient enough to refrigerate food.
Base Stats
- Type
- Temperature
- HP
- 80
- Flammability
- 100%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Placeable
- True
- Cover Effectiveness
- 40%
Creation
- Required Research
- Passive cooler
- Work To Make
- 200 ticks (3.33 secs)
- Deconstruct yield
- Nothing
The passive cooler is a low-tech alternative to the cooler, a construction that absorbs heat from interior spaces at a rate of 19.8°F (11°C) per second. It does not require power or any advanced materials but will run out of fuel in 5 game days and must be restocked with 50 wood (the same as the build cost) to continue working.
Passive coolers cannot lower the temperature below 17°C (63°F), so they cannot preserve food like electric coolers, but they can protect your colonists from extreme heat and prevent debuffs such as "Slept in the heat". They require research to be built, though tribal colonies start with the research already completed.
They are very fuel inefficient, even compared to running coolers on wood-fired generators, but have the great advantage of not needing electrical power to function. As such, they will save your beer in a solar flare.
Version history
- 0.15.1279 - Added.
- 0.19.2009 - no longer self-destructs when it runs out of fuel but instead waits to be restocked.
- 1.1.0 - Refueling is now toggleable.