Biofuel refinery

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Biofuel refinery

Biofuel refinery

Refines biological matter like wood or plant matter into chemfuel.

Base Stats

Type
BuildingProduction
Market Value
390 Silver [Note]
HP
200
Flammability
100%
Path Cost
50 (21%)

Building

Size
3 × 2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Heavy
Power
-170 W

Creation

Required Research
Biofuel refining
Skill Required
Construction 4
Work To Make
2,000 ticks (33.33 secs)
Resources to make
Steel 150 + Component 3
Deconstruct yield
Steel 75 + Component 1 - 2
Destroy yield
Steel 37 - 38 + Component 0 - 1

The biofuel refinery is a production building that produces chemfuel from wood or non-hay raw food.

Acquisition[edit]

Biofuel refineries can be constructed once the biofuel refining research project has been completed. Each requires Steel 150 Steel, Component 3 Components, 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

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

Summary[edit]

While the refinery is selected, click "Bills" then "Add Bill" to add an order to produce chemfuel:

  • Make chemfuel from wood: Turns Wood 70 wood logs, worth Silver 84 into Chemfuel 35 chemfuel, worth Silver 80.5. Takes 2,000 ticks (33.33 secs) of work, scaling with the General Labor Speed of the crafter.
  • Make chemfuel from raw food: Turns 3.5 nutrition worth of food ingredients into Chemfuel 35 chemfuel, worth Silver 80.5. Takes 2,500 ticks (41.67 secs) of work, scaling with the General Labor Speed of the crafter.
    • Hay or meals are not accepted, though kibble made with hay will work. Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood.

Food that colonists don't like, such as human meat, insect meat, or twisted meat Content added by the Anomaly DLC can be processed in a biofuel refinery at no consequence. Note that butchering a human at all comes with a mood penalty in the first place, unless disabled by a trait or ideoligion Content added by the Ideology DLC.

Analysis[edit]

Biofuel refineries are one of the few ways to produce chemfuel. Boomalopes are better in both nutrition/chemfuel and work/chemfuel with any amount of Animals proficiency. However, you'll need to actually get boomalopes, and manage the explosive animal. Infinite chemreactors are entirely free fuel, but it is exclusively a quest reward.

Chemfuel is required in order to create items like molotov cocktails and high-explosive shells, and refuel items like pod launchers and firefoam pop packs. Meanwhile, chemfuel powered generators are more efficient than wood generators in almost any scenario (see Comparison to chemfuel generators).

Fuel creation[edit]

As a rough order of which fuel takes the least work:

  1. Insect meat and human meat (if the butchering penalty can be ignored). An infestation can lead to a massive amount of food, for instance.
  2. Harvesting trees, if you have a lot of trees in the nearby area (such as in a Tropical rainforest).
  3. Growing plants - specifically corn, if available.
  4. Actually sowing trees takes a lot of time - it is never worth it to use wood over raw food if you have to grow wood.

Version history[edit]

  • Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients.