Chemfuel powered generator

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Chemfuel powered generator

Chemfuel powered generator

Produces power by consuming chemfuel. Must be periodically refueled by hand.

Base Stats

Type
BuildingPower
Market Value
295 Silver [Note]
Beauty
-20
HP
300
Flammability
100%
Path Cost
50 (21%)

Fuel

Usable Item(s)
Chemfuel Chemfuel
Capacity
30.0
Consumption Rate
4.5

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
3.49
Heat Per Second
6

Creation

Required Research
Electricity
Skill Required
Construction 6
Work To Make
2,500 ticks (41.67 secs)
Resources to make
Steel 100 + Component 3
Deconstruct yield
Steel 50 + Component 1 - 2
Destroy yield
Steel 25 + Component 0 - 1

The chemfuel powered generator produces power from chemfuel. The generator is an exact analog to the wood-fired generator, only the type of fuel is different.

Acquisition[edit]

Chemfuel powered generators can be constructed once the electricity research project has been completed. Each requires Steel 100 Steel, Component 3 Components, 2,500 ticks (41.67 secs) of work modified by the construction speed of the builder, and a construction skill of 6.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

The chemfuel powered generator consumes Chemfuel 4.5 chemfuel per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a hauler colonist or lifter.Content added by the Biotech DLC It can be switched off; in the off state it will neither consume fuel nor produce power.

Generators are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt.[Verify] During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.

Light & heat[edit]

It outputs light in a 6 tile radius, with the nearest 3.485 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].

Explosion[edit]

If it is damaged below one third of its hitpoints, or 100 HP, it has a %70 chance to explode. The generator will spark and emit a hissing sound shortly before exploding between 70 ticks (1.17 secs) and 150 ticks (2.5 secs) later. The explosion deals 10 Flame damage in a radius around itself that depends on the quantity of fuel in the generator. At 0 fuel, the explosion has a radius of 0 and only destroys the generator, and expanding this radius proportional to the square root of the fuel times 0.95 up to a maximum radius of 5.34 tiles when fully fueled. This explosion leaves Chemfuel puddles which will then ignite and burn.

Analysis[edit]

Chemfuel generators are compact, can be placed anywhere, and offer a consistent source of power, making it one of the easiest generators to use. Most other power sources scale much worse; they are either inconsistent, have a location requirement, or take up lots of space. With chemfuel generators, you can easily place as many as you want, so long as you can fuel them.

However, these generators require upkeep, both to create the chemfuel, and to haul the fuel to the generator. The exact amount of work depends on which source of chemfuel is used - infinite chemreactors are very limited, but require no work to create. Many colonies will have to research Biofuel Refining to actually make some.

In general, any source of chemfuel is less work than what a wood-fired generator would take. The workload is reasonably low, so using chemfuel does not bring excessive burden to a colony.

Fuel economy[edit]

Using wood for fuel[edit]

With a biofuel refinery, chemfuel generators consume Wood 9 wood of chemfuel per day, less than a wood-fired generator's Wood 22 per day. Both generators produce the same amount of power. Converting wood to chemfuel takes work, but harvesting wild trees takes longer when considering the time to walk and haul. When cultivating your own plants, using corn takes much less work than growing trees. Note that the refinery itself requires 170 W of power, but you only need 1 refinery for many generators. In specific:

  • Converting wood to chemfuel takes 2,000 ticks (33.33 secs) of work for 7.78 days of fuel, or 257 ticks (4.28 secs) for 1 day of fuel.
  • Just harvesting the wood depends on biome, growth of the tree, and Plants skill.
    • With a Plants skill of 8, it would take a ballpark of 260 ticks (4.33 secs) of work to harvest Wood 9 wood, a day of fuel, for a fully grown, non-cactus tree.
    • For reference, it would take the same pawn a ballpark of 650 ticks (10.83 secs) of work to harvest Wood 22 wood.
As it only takes a base 517 ticks (8.62 secs) to fuel a chemfuel generator for one day, the wood-fired generator is often less efficient.
  • When considering tree cutting, note that you will need to go further and further to cut more trees. A wood-fired generator requires you to cut more trees, which means more hauling time.

Sowing a single tree takes 4,000 ticks (1.11 mins) of work, which makes them much less efficient than any food crop. FibercornContent added by the Ideology DLC is less efficient than regular corn, too.

Boomalopes[edit]

A boomalope produces, at most, Chemfuel 11 chemfuel per day. This takes 400 ticks (6.67 secs) of work before modifiers. This is enough to fuel ~2.44 generators, which in practice means 2 generators per day.

In theory, a herd of 9 boomalope can fuel 22 generators indefinitely. However, milking is not an instant process, so it is difficult to reach an optimal amount. Additionally, space for a pen and grazing, or growing more crops, are required to maintain fuel production.

Infinite chemreactor[edit]

The Infinite chemreactor is a world quest item that generates Chemfuel 75 chemfuel every ten days (effectively Chemfuel 7.5 chemfuel per day) at a cost of 300 watts and no work. This is more than enough to power a single chemfuel powered generator, providing a net +700 watts of power, while leaving Chemfuel 30 chemfuel after a 10 day cycle (an average of 3 excess/day). 3 infinite chemreactors are exactly enough to power 5 chemfuel generators, providing an excess of 4,100 watts of power (5,000w -900w).

Assuming a small buffer of chemfuel to start, this is easily attainable, because the supply side is reliable, and refueling can be done well in advance.

Plants and biofuel refineries[edit]

Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup. The (simplified) conversion chain is

Power (for greenhouse) → food (for refinery) → chemfuel (for generator) → power

A lot of excess power is generated at the end of the chain.

A single hydroponics basin can produce ~0.61 raw nutrition per day (growing rice, and assuming a perfect grow operation). This converts into Chemfuel ~6.1 chemfuel per day at a biofuel refinery. Therefore, the produce from a single basin fuels about 1.3 chemfuel generators. This is not attainable in practice, but will serve as a guideline. Assuming the full area of a sun lamp is occupied by 24 hydroponics basins in the optimal configuration and accounting for the basin's share of the sunlamps power consumption, each individual basin effectively consumes 136W of power on average, or 191W peak. This results in a theoretical net gain in energy of about 1211W on average or 1156W peak per dedicated hydroponics basin. While, the power draw of the refinery is not taken into account, it can be micro-managed if chemfuel is produced in batches, and will not play a big role in the overall economy.

With adequate batteries to handle the day-night cycle of sun lamps, 3.3 generators are needed to power a full hydroponics setup, which will require Chemfuel ~14.7 chemfuel per day, or about 2.4 hydroponics basins dedicated to producing rice to turn into chemfuel. This means that with 4 generators, you can grow plants in 21 of the 24 hydroponics basins for free, with an average of 736W of power spare. Note that this assumes 100% harvest efficiency - as harvest efficiency decreases at higher difficulties, the number of basins that must be dedicated to chemfuel production will increase in direct proportion.

Corn can also be grown to feed chemfuel generators, with 8.6 tiles of corn plant in 100% fertility soil needed for each generator.

Version history[edit]