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 maintenance, both to create the chemfuel and to actually refuel the generator. Due to their inconsistency, location requirements, or space constraints, it is harder to amass other sources of power. Most other power sources scale much worse. 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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