1/20/2024 0 Comments Rimworld wind turbine averageThis is more than enough to power a single chemfuel powered generator, providing a net +700 watts of power, while leaving 30 chemfuel after a 10 day cycle (an average of 3 excess/day). The Infinite chemreactor is a world quest item that generates 75 chemfuel every ten days (effectively 7.5 chemfuel per day) at a cost of 300 watts and no work. However, milking is not an instant process, so it is difficult to reach an optimal amount. In theory, a herd of 9 boomalope can fuel 22 generators indefinitely. This is enough to fuel ~2.44 generators, which in practice means 2 generators per day. This takes 400 ticks ( 6.67 secs) of work before modifiers. Fibercorn is less efficient than regular corn, too.Ī boomalope produces, at most, 11 chemfuel per day. Sowing a single tree takes 4,000 ticks ( 1.11 mins) of work, which makes them much less efficient than any food crop. A wood-fired generator requires you to cut more trees, which means more hauling time. When considering tree cutting, note that you will need to go further and further to cut more trees.For reference, it would take the same pawn a ballpark of 650 ticks ( 10.83 secs) of work to harvest 22 wood.Īs 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.With a Plants skill of 8, it would take a ballpark of 260 ticks ( 4.33 secs) of work to harvest 9 wood, a day of fuel, for a fully grown, non-cactus tree.Just harvesting the wood depends on biome, growth of the tree, and Plants skill.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.Note that the refinery itself requires 170 W of power, but you only need 1 refinery for many generators. When cultivating your own plants, using corn takes much less work than growing trees. Converting wood to chemfuel takes work, but harvesting wild trees takes longer when considering the time to walk and haul. Both generators produce the same amount of power. With a biofuel refinery, chemfuel generators consume 9 wood of chemfuel per day, less than a wood-fired generator's 22 per day. The workload is reasonably low, so using chemfuel does not bring excessive burden to a colony.įuel economy Using wood for fuel In general, any source of chemfuel is less work than what a wood-fired generator would take. Many colonies will have to research Biofuel Refining to actually make some. The exact amount of work depends on which source of chemfuel is used - infinite chemreactors are very limited, but require no work to create. However, these generators require upkeep, both to create the chemfuel, and to haul the fuel to the generator. With chemfuel generators, you can easily place as many as you want, so long as you can fuel them. Most other power sources scale much worse they are either inconsistent, have a location requirement, or take up lots of space. This explosion leaves Chemfuel puddles which will then ignite and burn.Ĭhemfuel generators are compact, can be placed anywhere, and offer a consistent source of power, making it one of the easiest generators to use. 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. The explosion deals 10 Flame damage in a radius around itself that depends on the quantity of fuel in the generator. 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. If it is damaged below one third of its hitpoints, or 100 HP, it has a chance to explode. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator. It outputs light in a 6 tile radius, with the nearest 3.485 tiles being above 50% light level and considered lit. It can be switched off in the off state it will neither consume fuel nor produce power. Fuel has to be delivered to the generator by a hauler colonists. Fuel consumption is not dependent on how much power is actually drawn. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. The chemfuel powered generator consumes 4.5 chemfuel per day and generates a constant 1000W as long as it is switched on and fueled. Once constructed, a chemfuel generator cannot be moved, it can only be deconstructed. They require 100 Steel, 3 Components, 2,500 ticks ( 41.67 secs) of work, and a Construction skill of 6. Chemfuel powered generators can be constructed once the Electricity research project has been completed.
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