Energy: Difference between revisions
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(Better example since Alien Containment doesn't need energy. Also fixes for minimum on Thermal Plant and Solar Panel's overnight average.) |
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== [[Seabases]] == |
== [[Seabases]] == |
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Seabases require '''Energy''' to produce breathable air and to power [[Interior Modules|appliances]] such as the [[Fabricator]] and [[ |
Seabases require '''Energy''' to produce breathable air and to power [[Interior Modules|appliances]] such as the [[Fabricator]] and [[Power Cell Charger]]. |
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Seabases will draw power from internal generators ([[ |
Seabases will draw power from internal generators ([[Bioreactor]]s or [[Nuclear Reactor]]s) installed inside the base and from any external generators ([[Solar Panel]]s or [[Thermal Plant]]s) within power transmission range. Power transmission is represented by a thin glowing blue line connecting an external generator to the base. The [[Power Transmitter]] can be used to connect generators to bases across greater distances. Power is drawn from the oldest generator first, so you should build (or completely deconstruct and then re-build) generators in the order you want them to be used (Solar Panels first, then Thermal Plants or the last Power Transmitter that connects each to your base, then Bioreactors, then Nuclear Reactors). |
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[[Lifepod 5]] consumes power much like a seabase, but does not require a generator. It draws its power from three special "self-charging" power cells, which cannot be removed. |
[[Lifepod 5]] consumes power much like a seabase, but does not require a generator. It draws its power from three special "self-charging" power cells, which cannot be removed. |
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| style="text-align:center; font-size:12px;" |[[File:Solar Panel.png|70px|center|link=Solar Panel]][[Solar Panel]] |
| style="text-align:center; font-size:12px;" |[[File:Solar Panel.png|70px|center|link=Solar Panel]][[Solar Panel]] |
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| style="text-align:left; font-size:12px;" |Build on the ground in the sun to charge |
| style="text-align:left; font-size:12px;" |Build on the ground or base exterior in the sun to charge. |
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| style="text-align:center; font-size:12px;" |Stellar radiation |
| style="text-align:center; font-size:12px;" |Stellar radiation |
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| style="text-align:center; font-size:12px;" |75 |
| style="text-align:center; font-size:12px;" |75 |
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| style="text-align:center; font-size:12px;" | |
| style="text-align:center; font-size:12px;" |15.2 overnight at 110m or higher<ref>Actual output depends on how much sunlight the panel is receiving, see the Solar Panel page for details.</ref> |
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| style="text-align:center; font-size:12px;" |[[File:Thermal Plant.png|70px|center|link=Thermal Plant]][[Thermal Plant]] |
| style="text-align:center; font-size:12px;" |[[File:Thermal Plant.png|70px|center|link=Thermal Plant]][[Thermal Plant]] |
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| style="text-align:left; font-size:12px;" |Converts heat to energy (> |
| style="text-align:left; font-size:12px;" |Converts heat to energy (> 25 °C) |
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| style="text-align:center; font-size:12px;" |Heat |
| style="text-align:center; font-size:12px;" |Heat |
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| style="text-align:center; font-size:12px;" |250 |
| style="text-align:center; font-size:12px;" |250 |
Revision as of 03:43, 26 February 2018
Seabases
Seabases require Energy to produce breathable air and to power appliances such as the Fabricator and Power Cell Charger.
Seabases will draw power from internal generators (Bioreactors or Nuclear Reactors) installed inside the base and from any external generators (Solar Panels or Thermal Plants) within power transmission range. Power transmission is represented by a thin glowing blue line connecting an external generator to the base. The Power Transmitter can be used to connect generators to bases across greater distances. Power is drawn from the oldest generator first, so you should build (or completely deconstruct and then re-build) generators in the order you want them to be used (Solar Panels first, then Thermal Plants or the last Power Transmitter that connects each to your base, then Bioreactors, then Nuclear Reactors).
Lifepod 5 consumes power much like a seabase, but does not require a generator. It draws its power from three special "self-charging" power cells, which cannot be removed.
Generators
Module | Description | Energy Source | Capacity | Power/min |
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Bioreactor | Composts organic matter into electrical energy. | Organic decomposition | 500 | 50 |
Nuclear Reactor | Processes nuclear reactor rods. | Nuclear fission | 2500 | 250 |
Solar Panel | Build on the ground or base exterior in the sun to charge. | Stellar radiation | 75 | 15.2 overnight at 110m or higher[1] |
Thermal Plant | Converts heat to energy (> 25 °C) | Heat | 250 | 66 at 75°C[2] |
Transmitter
Module | Description | Energy Source |
---|---|---|
Power Transmitter | Extends range of power source. |
Items and vehicles
Some items and vehicles require a Battery or Power Cell to operate. Their upgraded variants, the Ion Battery and Ion Power Cell, can also be used in place of their normal versions.
When Energy runs out, the player can replace the empty power source with a Battery or Power Cell from inventory. For handheld devices, equip the device and press the Replace key (default R). For vehicles, interact directly with the empty power cell.
- The Seamoth's power cell is on the underside, towards the rear.
- The Prawn Suit has two power cells near the storage.
- The Cyclops has two banks of three power cells, on either side of the engine.
The Seamoth and the Prawn suit can also be recharged by docking at a Moonpool or Cyclops. While docked, they recharge at the same rate as if their power cells were in a Power Cell Charger.
Replacing a partially or fully depleted battery or power cell will give the player that used battery or power cell. They can be recharged using a Battery Charger or Power Cell Charger, both of which draw power from a Seabase or the Cyclops.
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Creative Mode
The Cyclops, Seabases, and Lifepod 5 do not require Energy in Creative Mode.Lua error in package.lua at line 80: module 'Dev:Navbox' not found.