Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Variable Chemfuel Generator

Variable Chemfuel Generator (w/Refinery!) [i]Do you have too much Chemfuel? Do you hate wasting energy?[/i] I have the solution for you — the Variable Chemfuel Generator (VCG)! Why have 50 generators when you can do it with 1? Add Chemfuel and this unit will generate exactly what your power grid needs. If you have batteries, it will charge them slowly until full, then idle. If you have Wind, Solar, or other power generators, the VCG automatically adjusts to cover only the shortfall. Idle VCGs do not produce energy, thereby saving fuel. Has a built in chemfuel refinery. Accepts corpses, meals and hay too. Note: the VCG requires air (no vacuum) and produces heat; high output in enclosed spaces will warm the room. [b]Highlights[/b] [list] [*] Variable output: 0 to 50000W [*] Has a built-in battery (1000Wd) [*] Vanilla balance baseline: 1000W uses 4.5 Chemfuel/day (fuel scales with output) [*] Heat scales with output, though it is not excessive [*] Auto-throttle based on net demand; Manual cap slider (100–50000W) [*] Provide 200W extra to charge batteries, until they're full or set them manually [*] Dump Fuel/Biomass button to eject whole Chemfuel/Biomass units back into stacks [*] Research: unlocked with Biofuel Refining; size 2x2 [*] Refine organic material to Chemfuel, right in the same building [/list] [b]Languages[/b] [list] Languages supported: [*] Català [*] 简体中文 (Chinese Simplified) [*] 繁體中文 (Chinese Traditional) [*] Čeština [*] Dansk [*] Nederlands [*] Eesti [*] English [*] Suomi [*] Deutsch [*] Ελληνικά [*] Magyar [*] Italiano [*] 日本語 [*] 한국어 [*] Norsk [*] Polski [*] Português [*] Português (Brasil) [*] Română [*] Русский [*] Slovenčina [*] Español [*] Español (Latinoamérica) [*] Svenska [*] Türkçe [*] Українська [*] Tiếng Việt [/list] [b]How it works[/b] [list] [*] The VCG looks at your entire power net: - Measures active consumer demand - Accounts for battery self-loss - Provides enough power to cover the demand - Automatically increases or decreases output based on supply and demand [*] Multiple VCGs share the load fairly (per their caps). [*] Once batteries are full, they will charge again once they lose 1Wd or more. This can look like flickering. [*] Output is proportional to fuel burn using the vanilla ratio (about 5,333 Wh per 1 Chemfuel). [*] Inserted organics to the biomass tank can be refined into chemfuel. The power draw is 170W, just like a vanilla refinery. - Unlike a vanilla refinery, you can insert whole (or partial) corpses, meals, and hay. [*] Wastepacks can be converted to chemfuel. [/list] [b]Usage[/b] [list] [*] Research Biofuel Refining [*] Build the VCG (2x2), connect to your power net, and add Chemfuel [*] Optional: toggle Manual mode and right-click to change the settings [*] Use the Dump Fuel button to eject whole units of Chemfuel, if needed [*] Use the Dump Biomass button to eject whole units of Biomass. You can eat it, if needed [/list] [b]Compatibility[/b] [list] [*] Save-game friendly to add (deconstruct before removing to be safe) [*] Works with most power and battery mods. If you find a problem, please kindly let me know [/list] [b]FAQ[/b] [list] [*] Why does my VCG output 5000 energy and then slow down? - It is designed to overclock itself to charge power grid batteries to 50%, then slow charge to 100%. - can't wait? Set it manually. Overclock the generator to quickly charge grid batteries. [*] Why does the VCG show a 0W output? - You either have no power demands, or no fuel! [*] Does it work in vacuum? - No. The VCG requires air (RimWorld 1.6 Odyssey mechanic). [*] What is Biomass? - It is any organic matter inserted into the VCG that you can refine into chemfuel. - Feel free to put corpses or meals in it. Some will return items like milk or wool/fur. - Pawns don't like eating biomass, but they really don't know what it's made of, either. [/list] [b]Known issues[/b] [list] [*] Large battery banks may take a long time to charge; this is normal. [*] Not tested with many mods. Please submit problems to be addressed. [/list] [b]Credits[/b] [list] [*] Thanks to the RimWorld modding community for references and examples [/list] [b]Change Log[/b] [list] [*] 1.4.1 Allowed biomass tank to dump on deconstruction. Added wastepack to chemfuel conversion. [*] 1.4.0 Added refinery and biomass. Fixed Sun Lamp resting issue. [*] 1.3.0 Now works as a stand-alone generator. Added Manual settings and an internal battery. Fixed minor bugs. [*] 1.2.2 Updated localization. Fixed Ideology power bugs [*] 1.2.1 Tweaked heat and load balancing [*] 1.2.0 Completely changed power detection to work better [*] 1.1.0 Added language support [*] 1.0.1 Moved from Production tab to Power tab. Show Power Grid on placement [*] 1.0.0 Initial Release [/list]