Editing Watermill generator

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 35: Line 35:
  
 
===Construction===
 
===Construction===
The watermill generator is unique in that it requires two different types of terrain: heavy terrain (i.e. solid ground, not mud or gravel) and moving water. This includes rivers and creeks, but not ocean.
+
The watermill generator is unique in that it requires two different types of terrain: heavy terrain (i.e. solid ground, not mud or gravel) and moving water. This includes rivers and creeks, but not ocean. [[Bridge]]s do ''not'' interfere with power generation if built in the exclusion zone.
  
The base is a 3x3 square in the middle of the housing (in white); the housing extends another 1 square beyond that, making a 5x5 square. Then, a 1x5 waterwheel is attached to one side of the housing, making the total footprint <u>5x6</u>. Only the 3x3 base must be on firm ground.
+
The base is a 3x3 square in the middle of the housing (in white); the housing extends another 1 square beyond that, making a 5x5 square. Then, a the 1x5 waterwheel is attached to one side of the housing, making the total footprint <u>5x6</u>. Only the 3x3 base must be on firm ground.
  
 
A watermill generator must be placed:
 
A watermill generator must be placed:
Line 45: Line 45:
  
 
===Exclusion zone===
 
===Exclusion zone===
Watermills have an exclusion zone. They are 13x7 rectangles, extending 4 squares above, below and outside the mill. The output of watermills will be reduced to 30% (330W) if you overlap their exclusion zones. Water inside this zone has no effect - [[bridge]]s, [[wall]]s, and land inside an exclusion zone do ''not'' interfere with power generation.
+
Watermills have an exclusion zone. They are 13x7 rectangles, extending 4 squares above, below and outside the mill. The output of watermills will be reduced to 30% (330W) if you overlap their exclusion zones. [[Bridge]]s, [[wall]]s, and water/land inside an exclusion zone do ''not'' interfere with power generation.
  
 
When placing the watermill generator, the blueprint will show:
 
When placing the watermill generator, the blueprint will show:
Line 51: Line 51:
 
* The 5x5  housing of the generator (green if placeable, red if not)
 
* The 5x5  housing of the generator (green if placeable, red if not)
 
* The 1x5 waterwheel of the generator off one side of that (green if placeable, red if not)
 
* The 1x5 waterwheel of the generator off one side of that (green if placeable, red if not)
* The exclusion zone, explained above (blue on previously built watermills, green if OK, flashing orange if overlapping)
+
* The (semi-)exclusion zone, explained below (blue on previously built watermills, green if OK, flashing orange if overlapping)
  
 
<gallery widths="300px" heights="600px" class="center" mode="nolines">
 
<gallery widths="300px" heights="600px" class="center" mode="nolines">
Line 59: Line 59:
  
 
==Analysis==
 
==Analysis==
[[File:Watermill-defense.png|thumb|300px|left|Despite being surrounded by wood walls, this watermill gives 100% power and is reasonably safe. Raiders will rarely, if ever, target this.]]
+
Watermill generators offer 100% consistent power, without maintenance, while being cheaper to obtain and research than [[geothermal generator]]s. Therefore, watermills are a great source of power. Their main problem is map limitation, requiring a river or creek to build off of. And as efficient watermills need to be spread out, they are slightly harder to defend than other power systems.
  
Watermill generators offer 100% consistent power, without requiring fuel, while also being cheaper to obtain and research than [[geothermal generator]]s. Therefore, watermills are a great source of power. Their main problem is map limitation, requiring a river or creek to build off of. And, because efficient watermills need to be spread out, they are slightly harder to defend than other power systems.
+
In practice, watermills can be defended by surrounding them in [[wall]]s. Most [[raider]]s will not target anything enclosed in walls/doors, if they have another target (colonist/building) that is accessible without breaking a wall. [[Sapper]]s and [[breacher]]s will only break walls if it would be in their way. As these generators are created over water, it is unlikely for them to willingly pass through. Therefore, even [[wood]]en walls, hoisted over [[bridge]]s, are sufficient to protect a watermill generator for the majority of cases.
  
===Defense===
+
===Exclusion zone===
In practice, watermills can be defended by surrounding them in [[wall]]s. Most [[raider]]s will not target anything enclosed in walls & doors if they have another target (colonist, targetable animal, or building) that is accessible without breaking a wall. [[Sapper]]s and [[breacher]]s will only break walls if it would be in their way. As watermills are created over water, it is unlikely for them to willingly pass through. Therefore, even [[wood]]en walls, constructed over [[bridge]]s, are sufficient to protect a watermill generator for the majority of cases. Double thick walls will help prevent casual grenade throws from breachers from opening up the generator to attack, as two such random attacks will be necessary to allow the raiders to target the generator.
+
The -70% exclusion zone reduction does not stack. Given a sufficicently straight river, the maximum power output would be to cram as many watermill generators along both sides of a river bank. However, building 3 watermills would give 90% the power of a single mill, and 4 would only give 120% power of a single one. It would take a very cooperative, straight section of river, and at least 8 watermills, 4 on each side, all side by side, to start to rival the 2,200W output of just 2 well-spaced watermills (and in just over the space required by 2).
 
 
=== Exclusion zone ===
 
The -70% exclusion zone reduction does not stack. Therefore, given a sufficiently straight river, the maximum power output is achieved by cramming as many watermill generators along both sides of a river as possible. However, 3 overlapping watermills only give 90% the power of a single mill, and 4 would only give 120% power of a single one. It would take a very cooperative, straight section of river, and at least 8 watermills, 4 on each side, all side by side, to start to rival the 2,200W output of just 2 well-spaced watermills (and in just over the space required by 2).
 
  
 
== Version history ==
 
== Version history ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: