Biodynamic power plant: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
(clarify how this works with electrical gen)
No edit summary
Line 30: Line 30:
<!-- END QBE -->
<!-- END QBE -->
{{Cybernetics data infobox}}
{{Cybernetics data infobox}}
{{name|caps}} supplies power to items that can access it. Most commonly, this means any item with the [[jacked]] item mod. The recharge rate of {{name}} (5000 energy per turn) is not modified by [[attributes]], [[compute power]], or any other factors.{{Code Reference|class=Cybernetics2BiodynamicPowerPlant}}
{{name|caps}} supplies power to items that can access it. Most commonly, this means any item with the [[jacked]] item mod. The recharge rate of {{name}} (5000 energy per turn) is not modified by [[attributes]], [[compute power]], or any other factors.{{Code Reference|class=CyberneticsBiodynamicPowerPlant}} The implant has no internal charge storage; drawing more than 5000 energy in a turn will force connected items to draw on other sources of power such as [[energy cells]].


Power supplied by a {{name}} can stack with the power supplied by {{favilink|Electrical Generation}} to provide power to jacked objects with a larger charge draw than either the power plant or Electrical Generation could support alone.
Power supplied by a {{name}} stacks with the power supplied by {{favilink|Electrical Generation}} to provide storage alongside much more energy than the power plant could continuously supply alone.


{{References}}
{{References}}
{{Cybernetics Navbox}}
{{Cybernetics Navbox}}

Revision as of 07:47, 31 May 2022

biodynamic power plant
$
360.00
Commerce Value
2
lbs.
Weight
Complexity

6

Character

ç

ID?Use this ID to Wish for the item

BiodynamicPowerPlant

Spawns in

Items

Extra Info:
[Implant] - biodynamic power plant

A microturbine skims hemopower off the circulation of blood and the chemical reactions therein.

Provides a continuous 5000 units of charge per turn to equipped items that can access onboard power systems, such as items with the Jacked mod.

Target body parts: Body
License points: 6
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

6

Slots

Body

Destroyed when removed

No

Biodynamic power plant supplies power to items that can access it. Most commonly, this means any item with the jacked item mod. The recharge rate of biodynamic power plant (5000 energy per turn) is not modified by attributes, compute power, or any other factors.[1] The implant has no internal charge storage; drawing more than 5000 energy in a turn will force connected items to draw on other sources of power such as energy cells.

Power supplied by a biodynamic power plant stacks with the power supplied by Electrical Generation to provide storage alongside much more energy than the power plant could continuously supply alone.

References

  1. XRL.World.Parts.CyberneticsBiodynamicPowerPlant