Editing Unstable power cell

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== Analysis ==
 
== Analysis ==
{{Image wanted|section=1|reason=Clear, bright, image of honeycomb of walls and UPCs with sandstone walls}}
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As bomb damage is very effective against structures, an exploding unstable power cell is very effective against the mech clusters they generate with. Actually retrieving a power cell (without it triggering from [[turret]]s and the like) is difficult, and should be weighed against its explosion, but is often worth it.
As bomb damage is very effective against structures, an exploding unstable power cell is very effective against the mech clusters they generate with. Successfully retrieving a power cell can sometimes be difficult, and should be weighed against its explosion, but is usually worth it.
 
  
While cells only give a modest {{P|Power Consumption}} W, they ''are'' fairly useful for power. They are mobile, maintenance free, and perfectly consistent. For example, a single cell can power 2 isolated [[deep drill]]s, without the need to run a long power conduit line. They are also helpful as "free" power, as a supplement to your main grid. Over the life of a colony, many cells can be accrued. Deconstructing one is almost never worth it, due to the pitiful yield.
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While cells only give a modest 400 W, they ''are'' fairly useful for power. They are mobile, maintenance free, and perfectly consistent. For example, a single cell can power 2 isolated [[deep drill]]s, without the need to run a long power conduit line. They are also helpful as "free" power, as a supplement to your main grid. Deconstructing one is almost never worth it, due to the pitiful yield.
  
 
While their explosive nature can be concerning, it is manageable. If you fully surround the cell with [[wall]]s, then it will be practically safe:
 
While their explosive nature can be concerning, it is manageable. If you fully surround the cell with [[wall]]s, then it will be practically safe:
* A single explosion cannot damage tiles beyond walls, even if the wall is destroyed. This means your other objects are safe if the cell is walled in.
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*A single explosion cannot damage tiles beyond walls, even if the wall is destroyed. This means your other objects are safe if the cell is walled in.
** If you use walls made of [[sandstone blocks]] or stronger, then the walls will prevent any damage from an initial explosion, such as a mortar strike, ''and'' the resulting cell explosion.  
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*As mechanoid buildings, they are completely immune to fires and [[Events#Zzztt...|short circuits]].
* As mechanoid buildings, they are completely immune to fires and [[Events#Zzztt...|short circuits]].
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*Most raiders will not try to break walls if any other target is available.  
* Most raiders will not try to break walls if any other target is available.  
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**For sappers and breachers, place cells (remember the walls!) in an internal position, so they have to break your outside walls first.
** For sappers and breachers, place cells (remember the walls!) in an internal position, so they have to break your outside walls first.
 
 
Therefore, the only real risk comes from an unlucky [[mortar]] strike, which is able to destroy most things, anyway. For bases with overhead mountain, even this problem is resolved.
 
Therefore, the only real risk comes from an unlucky [[mortar]] strike, which is able to destroy most things, anyway. For bases with overhead mountain, even this problem is resolved.
  
 
=== Acquisition strategies ===
 
=== Acquisition strategies ===
The primary risks to cells are accidentally triggering them with stray fire during combat and the explosions that can result from destroying turrets. Several methods can be used to safely acquire power cells from mechanoid clusters:
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The primary risks to UPCs are accidentally triggering them with stray fire during combat and the explosions that can result from destroying mechanoid turrets. Several methods can be used to safely acquire power cells from mechanoid clusters:
 
* The simplest strategy might be simply clearing the cluster. If the unstable power cells are far enough away from turrets, you may be able to recover the cell by luring mechanoids away from the cluster, and then avoiding explosive weapons and not causing more damage than needed while you destroy buildings.
 
* The simplest strategy might be simply clearing the cluster. If the unstable power cells are far enough away from turrets, you may be able to recover the cell by luring mechanoids away from the cluster, and then avoiding explosive weapons and not causing more damage than needed while you destroy buildings.
 
* [[Smoke launcher]]s can be used to give colonists cover while you construct a wall around a power cell to protect it.
 
* [[Smoke launcher]]s can be used to give colonists cover while you construct a wall around a power cell to protect it.

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