Unstable power cell

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Unstable power cell

Unstable power cell

A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.


Base Stats

Type
Misc
HP
200
Market Value
400 Silver.png
Beauty
-20
Mass
15 kg
Flammability
0%
Placeable
Yes
Size
1 ˣ 1
Power
+400W
Cover Effectiveness
35%

Creation

Deconstruct yield
Component.png 1
Technical
thingCategories
BuildingsSpecial


An unstable power cell is a power generation unit that is of Mechanoid origin. The cell has a constant output of 400W and can be placed anywhere, but if damaged can cause a massive explosion. The cell bears some similarities to the Vanometric power cell in that it will create free energy infinitely and can be placed in fortified positions.

Acquisition

The UPC can be claimed and stolen from mechanoid clusters once the cluster is defeated. Beware of mechanoid turret explosions damaging the UPC, resulting in a chain explosion that can easily kill nearby colonists. Their presence presents a strategic choice; detonate the power cells from a distance to make the cluster easier to defeat, or carefully deal with the mechanoids to claim the cells for use in your base.

Summary

Unstable power cells output a continous 400W of power without fuel or weather dependence, only stopping during solar flares and equivalent events that disable all electric objects. They glow with a radius of 4. When damaged below 50% of their HP, they have a chance to begin to "sizzle", after 240 ticks (4 secs) they will explode. They also always explode on destruction, but not deconstruction. The resulting explosion has a radius of 9.9 tiles, and does 50 Bomb damage.

Analysis

Their large blast radius, high damage and the multipliers Bomb damage has against buildings all mean that they are very effective at damaging or outright destroying the mech clusters they spawn in. However, the value of a mobile, maintenance free, and perfectly consistent power source makes them very useful if they can be successfully retrieved from mech clusters without accidentally or intentionally destroying them. If they are captured intact, their deconstruction yield is pitiful and while it is possible to do, it is almost never worth it.

Some players are wary of their explosive natures, however it is manageable. Their explosion will deal 400 damage to surrounding walls which is sufficient to destroy any wall weaker than sandstone. But even if it does destroy the wall, the explosion won't damage tiles beyond them. Thus, when used for static power production, they can be kept safe by surrounding them in stone wall cells even if such cells are placed directly next to each other. The fact that they are not only non-flammable like stone walls, but also take no damage at all from Flame damage renders them completely immune to fires and short circuts, making only the rare risk of a direct mortar strike possible and even then only if they are not placed under thick rock roofs.

They can be used to power isolated deep drills without the need to run a long power conduit line.

Acquisition strategies

Wallraise, precision grenades to prevent turret explosions, etc

Trivia

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.