Chemfuel powered generator - RimWorld Wiki (2024)

Chemfuel powered generator

Produces power by consuming chemfuel. Must be periodically refueled by hand.

Base Stats

Type
BuildingPower
Market Value
295 [Note]
Beauty
-20
HP
300
Flammability
100%
Usable Fuel Item(s)
Chemfuel
Fuel Capacity
30.0
Fuel Consumption Rate
4.5
Path Cost
50

Building

Size
2×2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
75%
Blocks Wind
True
Terrain Affordance
Medium
Power
1000 W
Light Radius
3.49
Heat Per Second
6

Creation

Required Research
Electricity
Skill Required
Construction 6
Work To Make
2,500ticks (41.67secs)
Resources to make
100 + 3
Deconstruct yield
50 + 1 - 2
Destroy yield
25 + 0 - 1

The chemfuel powered generator produces power from chemfuel. The generator is an exact analog to the wood-fired generator, only the type of fuel is different.

Contents

  • 1 Acquisition
  • 2 Summary
    • 2.2 Explosion
  • 3 Analysis
  • 4 Fuel economy
    • 4.1 Using wood for fuel
    • 4.2 Using boomalopes for fuel
    • 4.3 Using the Infinite Chemreactor
    • 4.4 Growing plants for fuel
  • 5 Version history

Acquisition[edit]

Chemfuel powered generators can be constructed once the Electricity research project has been completed. They require 100Steel, 3Components, 2,500ticks (41.67secs) of work, and a Construction skill of 6.

Once constructed, a chemfuel generator cannot be moved, it can only be deconstructed.

Summary[edit]

The chemfuel powered generator consumes 4.5 chemfuel per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn. Fuel has to be delivered to the generator by a hauler colonist or lifter. It can be switched off; in the off state hit will neither consume fuel nor produce power.

Light & heat[edit]

It outputs light in a 6 tile radius, with the nearest 3.485 tiles being above 50% light level and considered lit. Note that the light source is centered at the bottom-left tile of the generator, rather than the "true" center of the generator.

It heats at a rate of 6 heat per second[Exact mechanic unclear]. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.[Confirmation needed].

Explosion[edit]

If it is damaged below one third of its hitpoints, or 100 HP, it has a %70 chance to explode. The generator will spark and emit a hissing sound shortly before exploding between 70ticks (1.17secs) and 150ticks (2.5secs) later. The explosion deals 10 Flame damage in a radius around itself that depends on the quantity of fuel in the generator. At 0 fuel, the explosion has a radius of 0 and only destroys the generator, and expanding this radius proportional to the square root of the fuel times 0.95 up to a maximum radius of 5.34 tiles when fully fueled. This explosion leaves Chemfuel puddles which will then ignite and burn.

Analysis[edit]

Chemfuel generators are compact, can be placed anywhere, and offer a consistent source of power, making it one of the easiest generators to use. Most other power sources scale much worse; they are either inconsistent, have a location requirement, or take up lots of space. With chemfuel generators, you can easily place as many as you want, so long as you can fuel them.

However, these generators require upkeep, both to create the chemfuel, and to haul the fuel to the generator. The exact amount of work depends on which source of chemfuel is used - infinite chemreactors are very limited, but require no work to create. Many colonies will have to research Biofuel Refining to actually make some.

In general, any source of chemfuel is less work than what a wood-fired generator would take. The workload is reasonably low, so using chemfuel does not bring excessive burden to a colony.

Fuel economy[edit]

Using wood for fuel[edit]

With a biofuel refinery, chemfuel generators consume 9 wood of chemfuel per day, less than a wood-fired generator's 22 per day. Both generators produce the same amount of power. Converting wood to chemfuel takes work, but harvesting wild trees takes longer when considering the time to walk and haul. When cultivating your own plants, using corn takes much less work than growing trees. Note that the refinery itself requires 170 W of power, but you only need 1 refinery for many generators. In specific:

  • Converting wood to chemfuel takes 2,000ticks (33.33secs) of work for 7.78 days of fuel, or 257ticks (4.28secs) for 1 day of fuel.
  • Just harvesting the wood depends on biome, growth of the tree, and Plants skill.
    • With a Plants skill of 8, it would take a ballpark of 260ticks (4.33secs) of work to harvest 9 wood, a day of fuel, for a fully grown, non-cactus tree.
    • For reference, it would take the same pawn a ballpark of 650ticks (10.83secs) of work to harvest 22 wood.
As it only takes a base 517ticks (8.62secs) to fuel a chemfuel generator for one day, the wood-fired generator is often less efficient.
  • When considering tree cutting, note that you will need to go further and further to cut more trees. A wood-fired generator requires you to cut more trees, which means more hauling time.

Sowing a single tree takes 4,000ticks (1.11mins) of work, which makes them much less efficient than any food crop. Fibercorn is less efficient than regular corn, too.

Using boomalopes for fuel[edit]

A boomalope produces, at most, 11 chemfuel per day. This takes 400ticks (6.67secs) of work before modifiers. This is enough to fuel ~2.44 generators, which in practice means 2 generators per day.

In theory, a herd of 9 boomalope can fuel 22 generators indefinitely. However, milking is not an instant process, so it is difficult to reach an optimal amount.

Using the Infinite Chemreactor[edit]

The Infinite chemreactor is a world quest item that generates 75 chemfuel every ten days (effectively 7.5 chemfuel per day) at a cost of 300 watts and no work. This is more than enough to power a single chemfuel powered generator, providing a net +700 watts of power, while leaving 30 chemfuel after a 10 day cycle (an average of 3 excess/day). 3 infinite chemreactors are exactly enough to power 5 chemfuel generators, providing an excess of 4,100 watts of power (5,000w -900w).

Assuming a small buffer of chemfuel to start, this is easily attainable, because the supply side is reliable, and refueling can be done well in advance.

Growing plants for fuel[edit]

Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup. The (simplified) conversion chain is

Power (for greenhouse) → food (for refinery) → chemfuel (for generator) → power

A lot of excess power is generated at the end of the chain.

A single hydroponics basin can produce ~0.61 raw nutrition per day (growing rice, and assuming a perfect grow operation). This converts into ~6.1 chemfuel per day at a biofuel refinery. Therefore, the produce from a single basin fuels about 1.3 chemfuel generators. This is not attainable in practice, but will serve as a guideline. Assuming the full area of a sun lamp is occupied by 24 hydroponics basins in the optimal configuration and accounting for the basin's share of the sunlamps power consumption, each individual basin effectively consumes 136W of power on average, or 191W peak. This results in a theoretical net gain in energy of about 1211W on average or 1156W peak per dedicated hydroponics basin. While, the power draw of the refinery is not taken into account, it can be micro-managed if chemfuel is produced in batches, and will not play a big role in the overall economy.

With adequate batteries to handle the day-night cycle of sun lamps, 3.3 generators are needed to power a full hydroponics setup, which will require ~14.7 chemfuel per day, or about 2.4 hydroponics basins dedicated to producing rice to turn into chemfuel. This means that with 4 generators, you can grow plants in 21 of the 24 hydroponics basins for free, with an average of 736W of power spare. Note that this assumes 100% harvest efficiency - as harvest efficiency decreases at higher difficulties, the number of basins that must be dedicated to chemfuel production will increase in direct proportion.

Corn can also be grown to feed chemfuel generators, with 8.6 tiles of corn plant in 100% fertility soil needed for each generator.

Version history[edit]

  • 0.18.1722 - Added.
  • 1.1.0 - Refueling is now toggleable.

Architect

Power
Power conduit (Hidden, Waterproof)Power switchWood-fired generatorChemfuel powered generatorWind turbine
(research)
BatteryGeothermal generatorSolar generatorWatermill generatorToxifier generatorBioferrite generator
(uncraftable)
Vanometric power cellUnstable power cell
Related
Ship reactorElectroharvester

Chemfuel powered generator - RimWorld Wiki (2024)
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