Difference between revisions of "Mech recharger"

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{{Biotech}}{{stub}}{{infobox main|building|
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{{Biotech}}
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{{Stub|reason= General. Also ensure parity with [[Large mech recharger]]}}
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{{See also|Large mech recharger}}
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{{Infobox main|building
 
| name = Mech recharger
 
| name = Mech recharger
| image =  
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| image = BasicRecharger south.png
| description =  
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| description = Lightweight mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time.
 
| type = Building
 
| type = Building
| type2 =  
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| type2 = Biotech (Buildings)
 
| placeable =  
 
| placeable =  
 
| path cost =  
 
| path cost =  
| passability =  
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| passability = pass through only
 
| blockswind =  
 
| blockswind =  
 
| cover =  
 
| cover =  
| minifiable =  
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| minifiable = False
| size =  
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| size = 3 * 1
| flammability =  
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| flammability = 0.5
| hp =  
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| hp = 150
 
| beauty =  
 
| beauty =  
| power =  
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| mass base = 25
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| power = -200
 
| terrain affordance =  
 
| terrain affordance =  
| research =  
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| research = Basic mechtech
| skill 1 =
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| work to make = 8000
| skill 1 level =
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| resource 1 = Steel
| work to make =  
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| resource 1 amount = 125
| resource 1 =  
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| resource 2 = Component
| resource 1 amount =
+
| resource 2 amount = 1
| resource 2 =  
 
| resource 2 amount =  
 
 
| thingCategories =  
 
| thingCategories =  
 
}}
 
}}
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'''Mech rechargers''' are [[buildings]] added by the [[Biotech DLC]] that allow the recharging of light [[mechanoids]].
  
 
== Acquisition ==
 
== Acquisition ==
?
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Mech rechargers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work
 +
 
 
== Summary ==
 
== Summary ==
 
Mech rechargers constantly require 200 W of direct, electrical [[power]], even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.
 
Mech rechargers constantly require 200 W of direct, electrical [[power]], even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.
  
 
Mech rechargers can recharge light [[mechanoid]]s. This includes:
 
Mech rechargers can recharge light [[mechanoid]]s. This includes:
*[[Militor]]
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* [[Militor]]
*[[Lifter]]
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* [[Lifter]]
*[[Constructoid]]
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* [[Constructoid]]
*[[Fabricor]]
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* [[Fabricor]]
*[[Agrihand]]
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* [[Agrihand]]
*[[Cleansweeper]]
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* [[Cleansweeper]]
*[[Paramedic]]
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* [[Paramedic]]
  
A recharger gives the mechanoid 50% of their ''power'' need per day. Mechs will automatically go to a recharger after reaching a configurable amount of charge, though a [[mechanitor]] can also command a control group to recharge at will. This accumulates the recharger's waste meter. When full, a hauler can pick up 5 [[toxic wastepack]]s from the recharger. The exact amount of waste technically depends on the mechanoid, but all light mechanoids excrete 5 wastepacks. The existance of waste does not stop the recharger.
+
A recharger gives the mechanoid 50% of their ''power need'' per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 [[toxic wastepack]]s from the recharger. The exact amount of waste technically depends on the mechanoid, but all light mechanoids excrete 5 wastepacks. The existence of waste does not stop the recharger.
 +
 
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Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a [[mechanitor|control group]] of mechs can be commanded to recharge (or avoid recharging) at will.
  
 
== Analysis ==
 
== Analysis ==
?
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As active mechs use only 10% of their power per day, and this structure provides a whopping ''50%'' per day, theoretically a single mech recharger can support ''five'' always-active mechs. In practice this number will always be lower due to non-optimal utilization, but you can comfortably have several times fewer mech rechargers than mechs.
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For colonies that utilize mostly combat mechs, which often spend most of their time dormant and self charging, this ratio can be even better. Dormant mechs recharge at a rate of 1% per day, meaning that combat mechs can be left without using a recharger at all except when heavily damaged and repaired.
 +
 
 +
Repaired mechs can then use the recharger on an as needed basis. The final ratio of rechargers to mechs will depend on your raid frequency and the frequency with which your mechs get damaged, but is almost always significantly less than always active mechs.
 +
 
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Mech charger exceeding 100% full of waste if partially emptied.
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* [[Version/1.4.3563|1.4.3563]] - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.
 +
 +
{{Nav|biotech|wide}}
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[[Category:Biotech (Buildings)]]

Latest revision as of 01:43, 27 January 2024

Mech recharger

Mech recharger

Lightweight mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time.

Base Stats

Type
BuildingBiotech (Buildings)
Market Value
300 Silver [Note]
Mass
25 kg
HP
150
Flammability
50%

Building

Size
3 × 1
Minifiable
False
Passability
pass through only
Power
-200 W

Creation

Required Research
Basic mechtech
Work To Make
8,000 ticks (2.22 mins)
Resources to make
Steel 125 + Component 1
Deconstruct yield
Steel 62 - 63 + Component 0 - 1
Destroy yield
Steel 31 - 32 + Component 0 - 1

Mech rechargers are buildings added by the Biotech DLC that allow the recharging of light mechanoids.

Acquisition[edit]

Mech rechargers can be constructed once the Basic mechtech research project has been completed. They require Steel 125 Steel, Component 1 Component and 8,000 ticks (2.22 mins) of work

Summary[edit]

Mech rechargers constantly require 200 W of direct, electrical power, even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.

Mech rechargers can recharge light mechanoids. This includes:

A recharger gives the mechanoid 50% of their power need per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 toxic wastepacks from the recharger. The exact amount of waste technically depends on the mechanoid, but all light mechanoids excrete 5 wastepacks. The existence of waste does not stop the recharger.

Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a control group of mechs can be commanded to recharge (or avoid recharging) at will.

Analysis[edit]

As active mechs use only 10% of their power per day, and this structure provides a whopping 50% per day, theoretically a single mech recharger can support five always-active mechs. In practice this number will always be lower due to non-optimal utilization, but you can comfortably have several times fewer mech rechargers than mechs.

For colonies that utilize mostly combat mechs, which often spend most of their time dormant and self charging, this ratio can be even better. Dormant mechs recharge at a rate of 1% per day, meaning that combat mechs can be left without using a recharger at all except when heavily damaged and repaired.

Repaired mechs can then use the recharger on an as needed basis. The final ratio of rechargers to mechs will depend on your raid frequency and the frequency with which your mechs get damaged, but is almost always significantly less than always active mechs.

Version history[edit]

  • Biotech DLC Release - Added.
  • 1.4.3528 - Fix: Mech charger exceeding 100% full of waste if partially emptied.
  • 1.4.3563 - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.