Breakdown
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Summary
A breakdown occurs when the mechanical or electrical components of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an MTB of 13,680,000 ticks (3.8 years). Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
Repairing
When a building breaks down, a colonist with the construction work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's Repair Success Chance. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require advanced components.
Effects
The effects of a breakdown vary depending on the building affected. Generally, a broken-down building will behave as though it has been turned off.
- Generators will stop consuming fuel or producing energy
- Batteries will not contribute to grid capacity and will lose any energy they had previously stored
- Scanners, comms consoles, nutrient paste dispensers, and workbenches cannot be used
- Orbital trade beacons will not add nearby items to the orbital trade screen
- Turrets will fail to acquire targets and will not fire
- Manually-triggered turrets like the rocketswarm launcher cannot be activated
- Temperature pushers will stop affecting the temperature
- Autodoors will behave like regular doors
- Ship landing beacons will no longer mark their respective corner
- Psychic emanators will no longer affect pawns
- Infinite chemreactors will put their production timers on pause
Affected Buildings
Below is an exhaustive list of all buildings that can break down: