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+ | {{Stub|reason=Needs strategy regarding when to spend components on repairs, and what to repair first}} | ||
{{About|buildings with broken components|psychological breakdowns|Mental break}} | {{About|buildings with broken components|psychological breakdowns|Mental break}} | ||
− | == Summary == | + | === Summary === |
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]] | [[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]] | ||
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe. | A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe. | ||
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=== Repairing === | === Repairing === | ||
[[File:Colonist replacing broken components.png|thumb|right|A colonist replacing the broken components in a cooler.]] | [[File:Colonist replacing broken components.png|thumb|right|A colonist replacing the broken components in a cooler.]] | ||
− | When a building breaks down, a colonist with the [[ | + | When a building breaks down, a colonist with the [[construction]] work type must replace the broken component with a new one, which is consumed in the process. This process depends on the colonist's [[Repair Success Chance]]. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed. Repairing will never require [[advanced component]]s. |
− | + | === Effects === | |
+ | The effects of a breakdown vary depending on the building affected. Generally, a broken-down building will behave as though it has been turned off. | ||
+ | * [[Generator]]s will stop consuming fuel or producing energy | ||
+ | * [[Battery|Batteries]] will not contribute to grid capacity and will lose any energy they had previously stored | ||
+ | * Scanners, [[comms console]]s, [[nutrient paste dispenser]]s, and workbenches cannot be used | ||
+ | * [[Orbital trade beacon]]s will not add nearby items to the orbital [[trade]] screen | ||
+ | * [[Turret]]s will fail to acquire targets and will not fire | ||
+ | ** Manually-triggered turrets like the [[rocketswarm launcher]] cannot be activated | ||
+ | * [[Temperature]] pushers will stop affecting the temperature | ||
+ | * [[Autodoor]]s will behave like regular [[door]]s | ||
+ | * [[Ship landing beacon]]s{{RoyaltyIcon}} will no longer mark their respective corner | ||
+ | * [[Psychic emanator]]s will no longer affect pawns | ||
+ | * [[Infinite chemreactor]]s will put their production timers on pause | ||
− | + | === Affected Buildings === | |
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− | == | ||
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− | == | ||
Below is an exhaustive list of all buildings that can break down: | Below is an exhaustive list of all buildings that can break down: | ||
− | * [[ | + | * {{Icon small|Orbital trade beacon}}[[Orbital trade beacon]] |
− | + | * {{Icon small|Comms console}}[[Comms console]] | |
− | + | * {{Icon small|Ground-penetrating scanner}}[[Ground-penetrating scanner]] | |
− | + | * {{Icon small|Long-range mineral scanner}}[[Long-range mineral scanner]] | |
− | + | * {{Icon small|Nutrient paste dispenser}}[[Nutrient paste dispenser]] | |
− | + | * {{Icon small|Battery}}[[Battery]] | |
− | + | * {{Icon small|Autodoor}}[[Autodoor]] | |
− | + | * {{Icon small|Ship landing beacon}}[[Ship landing beacon]]{{RoyaltyIcon}} | |
− | + | * {{Icon small|Psychic emanator}}[[Psychic emanator]] | |
+ | * {{Icon small|Infinite chemreactor}}[[Infinite chemreactor]] | ||
* [[Temperature]]: | * [[Temperature]]: | ||
− | ** {{Icon | + | ** {{Icon small|Heater}}[[Heater]] |
− | ** {{Icon | + | ** {{Icon small|Cooler}}[[Cooler]] |
− | * [[ | + | * [[Generator]]s: |
− | ** {{Icon | + | ** {{Icon small|Wood-fired generator}}[[Wood-fired generator]] |
− | ** {{Icon | + | ** {{Icon small|Chemfuel powered generator}}[[Chemfuel powered generator]] |
− | ** {{Icon | + | ** {{Icon small|Wind turbine}}[[Wind turbine]] |
− | ** {{Icon | + | ** {{Icon small|Solar generator}}[[Solar generator]] |
− | ** {{Icon | + | ** {{Icon small|Geothermal generator}}[[Geothermal generator]] |
− | ** {{Icon | + | ** {{Icon small|Watermill generator}}[[Watermill generator]] |
− | + | * Workbenches: | |
+ | ** {{Icon small|Electric tailor bench}}[[Electric tailor bench]] | ||
+ | ** {{Icon small|Machining table}}[[Machining table]] | ||
+ | ** {{Icon small|Electric stove}}[[Electric stove]] | ||
+ | ** {{Icon small|Electric smelter}}[[Electric smelter]] | ||
+ | ** {{Icon small|Biofuel refinery}}[[Biofuel refinery]] | ||
+ | ** {{Icon small|Fabrication bench}}[[Fabrication bench]] | ||
<!-- Not electric smithies --> | <!-- Not electric smithies --> | ||
* [[Turret]]s: | * [[Turret]]s: | ||
− | ** {{Icon | + | ** {{Icon small|Mini-turret}}[[Mini-turret]] |
− | ** {{Icon | + | ** {{Icon small|Autocannon}}[[Autocannon]] |
− | ** {{Icon | + | ** {{Icon small|Uranium slug turret}}[[Uranium slug turret]] |
− | ** {{Icon | + | ** {{Icon small|Foam turret}}[[Foam turret]] |
− | ** {{Icon | + | ** {{Icon small|Rocketswarm launcher}}[[Rocketswarm launcher]] |
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