With regards to power production, they behave like the other electric buildings in the game. They will keep their charge while stored ("minified") or disconnected, only discharging at the normal rate of 5 W (self-discharge). Batteries self-discharge at a rate of 5 W, even while disconnected, and need to be operated under a roof to keep them dry (rain or snowfall will quickly cause an explosion).īatteries are built, moved and stored like other kinds of movable furniture. If there is surplus power, the battery will recharge, but only at 50% efficiency (half the energy is lost). It will provide enough power to compensate for any deficit, while charge remains. The battery is an electric device that can even out the power supply on an electric grid. When the power switch is designated to turn on, the 'Toggle power' button displays a green check mark.
When the power switch is off, the inspect pane displays 'Power: Off', and the center of the power switch is dark. When the power switch is designated to turn off, the 'Toggle power' button displays a red X. When the power switch is on the inspect pane displays 'Power: On', and the center of the power switch shows a pale circle. Appliances won't connect directly to a switch, they only connect to conduit.
A switch can be placed directly adjacent to a battery or other power source, but the player will probably find it desirable to place the switch close to the appliances it's meant to control. While one of the switch's connectors must connect to conduit to a power source, any or all of the three remaining connectors can be used to create branches. To construct a switchable circuit simply place the power switch along a line of conduit between the power source and the appliances. A colonist with the 'flick' job type will flip the switch. The 'Toggle power' button is used to request the switch to be flipped. It provides an efficient way to control power to several appliances all at once, such as a large array of improvised turrets. It also only produces a relatively small amount of power, so like the vanometric power cell, it is most useful for off-grid or high priority items rather than supplementing the main power grid.Ī power switch is used to toggle power of the conduit lines connected to it. While more common than the vanometric power cell, its fragility and explosive tendencies can make it hard to capture from clusters and care must be taken to shield it from damage when in use. It provides 400W with no need for fuel, in 1x1 footprint that can be moved around freely. It can only be captured from Mechanoid clusters. Power generators Chemfuel powered generatorĮffectively a smaller, less powerful and significantly more explosive vanometric power cell from the Royalty DLC. The success of a colony often relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies. Access to power is crucial to survival, especially in late game. Power is electrical energy that powers the operation of certain appliances, including workbenches, lights, temperature control devices, automated defenses, and more.