Difference between revisions of "Electroharvester"

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(→‎Summary: Specific rate info for damage. The electroharvester damage check actually takes place in the building class for the holding platform, not the electroharvester itself.)
(→‎Summary: Specific information on how power output is calculated.)
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== Summary ==  
 
== Summary ==  
Intermittently deals mild electrical burns to linked entities. Generates modest amounts of power depending on entity contained; 400 for one [[gorehulk]].
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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.
  
 
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 Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable compared to other entities{{Check Tag|others?|I know that this is the case for shamblers, but are there any other entities that do not regenerate health?}}.
 
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 Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable compared to other entities{{Check Tag|others?|I know that this is the case for shamblers, but are there any other entities that do not regenerate health?}}.

Revision as of 19:20, 13 April 2024

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 link to up to four platforms. However, each holding platform can support only one electroharvester.

Base Stats

Type
[[{{{type}}}]]

INTRO TEXT

Acquisition

Requires 50 steel, 25 bioferrite, and one component. Requires the Electroharvester research, a basic dark research.

Summary

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.

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 compared to other entities[others?].

Analysis

Appears much inferior to the Bioferrite generator and should be replaced when possible. The containment penalty it inflicts is considerable. Might be worth using with specific entities as power generation depends on the entity in question; further testing needed.

Version history

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