Power
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Power is a representation of electricity, required to power a wide variety of appliances and buildings.
Summary
Power is measured in the form of Watts (W). Power generators create watts, and appliances will consume a certain amount of watts to function. Most appliances will use power even when not actively being used - they must be manually switched off. Power only exists within a power grid and requires something to transport it. Any power that isn't used or stored is wasted.
Power is stored in the form of Watt-days (Wd), where 1 Watt-day can power a 1 W appliance for 24 hours. Each battery can store up to 600 Wd, but only store at 50% efficiency. This means that, for the purposes of storing, 1 W for 24 hours would only give 0.5 Wd inside a battery.
Power travels through power conduits and power switches, though batteries can also transport it. Most buildings can be "plugged in" from up to 6 tiles away from a conduit, generator, or battery, so they don't need to be directly adjacent. (However, power generators need to be directly adjacent to conduit or equivalent. Power generators also count as conduits for transport purposes.)
Power conduits can randomly short circuit when connected to a grid. Many electric appliances also short circuit while in rain.
Mechanoid Power
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Enemy mechanoids - that is, all mechanoids without any DLC - do not require any source of power. However, your allied mechanoids do. When controlled by a colony, an active mechanoid's power need falls by 10% per day. Non-working mechs lose 3% power per day. They can enter a dormant self-charging state, which instead restores 1% power per day for free. Mechanoids in a caravan do not consume or gain any power.
A mechanoid's power need does not directly translate to electrical power. However, mech rechargers require a constant 200 W, large mech rechargers require 400 W, and both chargers restore 50% of any mechanoid's power per day. When recharging, mechanoids create Toxic wastepacks, which can lead to pollution.
Power generators
Type | Cost | Fuel (per day) |
Size | Base Output (Watts) |
Output Per Tile |
Variable Output |
Day | Night | Placement | Market Value |
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Solar generator | ![]() ![]() |
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4 × 4 | 1,700 | 106.25 | ![]() |
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In sunlight | 295 |
Wind turbine | ![]() ![]() |
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7 × 2 | 2,300 | 164.29 | ![]() |
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In open ground | 265 |
Watermill generator | ![]() ![]() ![]() |
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5 × 6 | 1,100 | 36.6 | ![]() |
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On riverbanks | 600 |
Chemfuel powered generator | ![]() ![]() |
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2 × 2 | 1,000 | 250 | ![]() |
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Anywhere | 295 |
Wood-fired generator | ![]() ![]() |
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2 × 2 | 1,000 | 250 | ![]() |
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Anywhere | 265 |
Geothermal generator | ![]() ![]() |
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6 × 6 | 3,600 | 100 | ![]() |
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On geysers | 945 |
Ship reactor | ![]() ![]() ![]() ![]() |
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6 × 7 | 1,000 | 23.8 | ![]() |
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Outside (can roof over afterwards) |
5440 |
Vanometric power cell | N/A | ![]() |
1 × 2 | 1,000 | 500 | ![]() |
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Anywhere | 1200 |
Unstable power cell![]() |
N/A | ![]() |
1 × 1 | 400 | 400 | ![]() |
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Anywhere | 400 |
Toxifier generator![]() |
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2 × 2 | 1,400 | 350 | ![]() |
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Anywhere | 360 |
Appliances
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This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Image of the "power cord" connecting a constructed appliance to a conduit, image of the "yellow wire" showing a prospective connection point when placing a blueprint, image of the "pink wire" showing the actual connection points once built. |
Appliances are structures or buildings that require power but don't transmit it. Most appliances can connect automatically if placed up to six squares away from a conduit, generator or battery.
When placing an appliance's blueprint, the most direct connection point to a power transmitting structure will be displayed as a golden yellow connection between the current blueprint position and the power. Note that it will display a connection even if the grid it attaches too does not sufficient or any power, and that while an appliance will default to that connection point it will be able to connect to other sources with range using the reconnect gizmo mentioned below. If no yellow wire is shown, there is no connection point in range.
Once constructed, this connection will be displayed by a black "power cord" that runs from the connecting power transmitting building to the appliance in question. This cord is graphical only and cannot be interacted with or damaged in any way. Additionally, when viewing the power grid, a magenta wire similar to the yellow above will display the connection point of appliances in view.
When connected to the power grid, it can take a few moments before an appliance turns on.
Managing appliances
Reconnect: Click to force an appliance to reconnect to a conduit line or power source. This can also be used to change which power source an appliance is connected to if there is more than one in range.
Designate toggle power: Click to mark an appliance to be turned on (✔) or off (X) by a colonist set to Basic.
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Reconnect
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Designate toggle power
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Appliances summary
Appliance | Power consumption (in Watts) |
---|---|
Autodoor | 50 |
Electric tailor bench | 120 |
Electric smithy | 210 |
Machining table | 350 |
Electric smelter | 700 |
Electric crematorium | 250 |
Hi-tech research bench | 250 |
Multi-analyzer | 200 |
Fabrication bench | 250 |
Nutrient paste dispenser | 200 |
Standing lamp | 75 |
Sun lamp | 2900 during day only |
Hydroponics basin | 70 |
Biofuel refinery | 170 |
Infinite chemreactor | 300 |
Vitals monitor | 80 |
Comms console | 200 |
Ground-penetrating scanner | 700 |
Long-range mineral scanner | 700 |
Electric stove | 350 |
Heater | 175 |
Cooler | 200 |
Mini-turret | 80 |
Tube television | 200 |
Flatscreen television | 330 |
Megascreen television | 450 |
Version history
- 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.