Bioferrite generator
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Bioferrite generator
An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat.
Because of the destruction of psychically active bioferrite, this device generates an uncomfortable psychic drone which disturbs those who pass nearby.
Base Stats
Fuel
- Usable Item(s)
- Bioferrite
- Capacity
- 60.0
- Consumption Rate
- 6
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- False
- Terrain Affordance
- Heavy
- Power
- 4000 W
- Light Radius
- 5.22
- Heat Per Second
- 12
Creation
- Required Research
- Bioferrite generator
- Skill Required
- Construction 6
- Work To Make
- 12,000 ticks (3.33 mins)
Bioferrite generator is a Building which uses Bioferrite to generate Power.
Acquisition[edit]
Bioferrite generators can be constructed once the bioferrite generator research project has been completed. Note that this research requires dark study to unlock. Each requires 50 Steel, 100 Bioferrite, 4 Components, 1 Shard, 12,000 ticks (3.33 mins) 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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: AoE of moodlet, thought template, whether the moodlet persists after leaving the area, does the generator produce light &/or heat? Appears to be affected by EMP?. |
A bioferrite generator consumes 6 bioferrite per day and generates a constant 4000W as long as it is switched on and fueled. It can hold up to 60 bioferrite at a time, for a maximum run time of 10 days. Bioferrite consumption is not dependent on how much power is actually drawn. Bioferrite has to be delivered to the generator by a hauler colonist or lifter. It can be switched off; in the off state it will neither consume bioferrite nor produce power.
Pawns that are near the generator will gain a −6 "Bioferrite Generator" mood thought in a 8.9-tile radius. Despite the description, Psychic Sensitivity does not affect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
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.
Analysis[edit]
Once available, bioferrite generators are capable of sustaining significant power operations, producing x4 the power of other fueled generators.
The Bioferrite Generator can be considered an upgrade to the Electroharvester in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like shamblers and sightstealers. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like revenants, devourers and/or fleshmass nucleus, which produce more Bioferrite for their mass, before making the switch.
Version history[edit]
- Anomaly DLC Release - Added.