Electroharvester

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Electroharvester

Electroharvester

An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity. The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.
Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape.
An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester.

Base Stats

Type
BuildingAnomaly (Buildings)
Market Value
160 Silver [Note]
Mass
20 kg
Beauty
-10
HP
250
Flammability
75%
Path Cost
50 (21%)

Building

Size
2 × 1
Minifiable
True
Passability
pass through only
Cover Effectiveness
75%
Room Role
Containment cell

Creation

Required Research
Electroharvester
Skill Required
Construction 4
Work To Make
4,000 ticks (1.11 mins)
Resources to make
Component 1 + Bioferrite 25 + Steel 50
Deconstruct yield
Component 0 - 1 + Bioferrite 12 - 13 + Steel 25
Destroy yield
Component 0 - 1 + Bioferrite 6 - 7 + Steel 12 - 13

Containment

Containment Strength
-25
Technical
defName
Electroharvester
thingCategories
BuildingsPower
buildingTags
Anomaly


The Electroharvester is a building that harnessess usable power from contained Entities, at the cost of containment strength reduction and occasional injuries.

Acquisition[edit]

Electroharvesters can be constructed once the Electroharvester research project has been completed. Note that this research requires dark study to unlock. Each requires Component 1 Component, Bioferrite 25 Bioferrite, Steel 50 Steel, 4,000 ticks (1.11 mins) of work modified by the construction speed of the builder, and a construction skill of 4.

Summary[edit]

The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined body size of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a gorehulk has a body size of 2, and contributes 400 watts to an electroharvester. The electroharvester reduces the containment strength of all connected platforms by -25. Additionally, it significantly increases the activity gain of connected entities. For example, a nociosphere normally gains 10% activity per day, but this jumps up to a dangerous 25% while an electroharvester is attached. although this can be situationally useful, it also dramatically increases the risk of catastrophic failure. Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength.

A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 HP[check] of damage with an MTB of 2 days. Because of their inability to regenerate health, shamblers will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.

It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly lengthen the period of time between escapes, as it is influenced by movement of a pawn. If the sentience (consciousness for entities) of a pawn falls below 30%, the entity will become incapacitated which completely nullifies escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested. This can also prevent the aforementioned death by brain scarring.

Electroharvesters 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 but will still reduce the containment strength of the attached platform. Unlike mechanoids, electroharvesters do not adapt to EMP and thus can be continuously restunned.

Yield[edit]

The total power yield of an electroharvester harvester depends on the number of linked containment buildings and the type of entity contained within.

Despite the description only mentioning platforms, the electroharvester will link with any number of holding platforms or holding spots within a 3 tile radius that are not blocked by a wall or building. Due to the size of the containment buildings, this effectively limits the number of linked buildings to 8*, if placed in a square around the electroharvester.

  • *Note: it is possible to link 10 holding platforms by arranging the electroharvester vertically, placing 2 platforms to the left, 2 platforms to the right, 3 platforms placed centrally above and 3 platforms placed centrally below.

Each linked containment building that contains an entity produces an amount of power equal to 200W multiplied by the contained entity's Body Size. Health conditions or missing body parts do not effect the power yield of an entity.

The calculation used to determine the total power produced by an entity is (1 * Body Size * 200W).

Entity Name Power
Generated
Body Size Notes
Shambler Shambler 200 W
(varies)
1.0
(varies)
Amounts shown are for adult human shamblers.
Body size and power generated vary depending on the type of shambler.
Ghoul Ghoul 200 W 1.0 Amounts shown are for adult ghouls.
Ghouls from younger pawns have lower body size and generate less power.
Fingerspike Fingerspike 120 W 0.6
Sightstealer Sightstealer 160 W 0.8
Toughspike Toughspike 200 W 1.0
Trispike Trispike 200 W 1.0
Gorehulk Gorehulk 400 W 2.0
Noctol Noctol 200 W 1.0
Fleshmass nucleus Fleshmass nucleus 200 W 1.0
Chimera Chimera 430 W 2.15
Devourer Devourer 800 W 4.0
Revenant Revenant 200 W 1.0
Metalhorror Metalhorror 200 W 1.0 Amounts shown are for mature metalhorrors.
Juveniles produce 160 W with 0.8 Body Size.
Larvae produce 100 W with 0.5 Body Size.
Bulbfreak Bulbfreak 700 W 3.5
Nociosphere Nociosphere 720 W 3.6

Analysis[edit]

The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding Sightstealers, Shamblers, and Gorehulks can match or surpass the power generation of the Chemfuel and Wood generators. Compared to Solar and Wind generators, the electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or Chimeras.

The Bioferrite generator can be seen as a direct lategame upgrade to the electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a bioferrite generator as they are not mutually exclusive.

The wounds inflicted by the electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.

Production rates of Twisted meat from fleshmass nuclei rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.

Version history[edit]