Biodynamic power plant: Difference between revisions
(Undo revision 75121 by Wyrmwood1989 (talk) - This is not true, the two do work together. Reviewed the code and also tested in game both with continuous draw objects (ex: bracelets) and single-use objects (ex: phase cannon). Note that elecgen can take several turns to recharge, but as long as the total charge available to you exceeds the amount needed for the object, elecgen will work together with the biodynamic power plant.) Tag: Undo |
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| unidentifiedimage = biodynamic power plant unidentified.png | | unidentifiedimage = biodynamic power plant unidentified.png | ||
| unidentifiedname = weird artifact | | unidentifiedname = weird artifact | ||
| unidentifiedaltname = | | unidentifiedaltname = weird artifact | ||
| desc = A microturbine skims hemopower off the circulation of blood and the chemical reactions therein. | | desc = A microturbine skims hemopower off the circulation of blood and the chemical reactions therein. | ||
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Only compatible with True Kin genotypes{{)}}}} | Only compatible with True Kin genotypes{{)}}}} | ||
| categories = Cybernetics | | categories = Cybernetics | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
{{Cybernetics data infobox}} | {{Cybernetics data infobox}} | ||
{{name}} 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= | {{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}} stacks with the power supplied by {{favilink|Electrical Generation}} to further increase energy flow. | |||
{{References}} | {{References}} | ||
{{Cybernetics Navbox}} | {{Cybernetics Navbox}} |
Latest revision as of 02:45, 19 January 2024
2 lbs. Weight | |
Complexity
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6 |
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Character
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ç |
ID?
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BiodynamicPowerPlant |
Spawns in
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Extra Info: | |
Infobox data from game version 2.0.206.57
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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
License point cost
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6 |
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Slots
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Body |
Destroyed when removed
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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 further increase energy flow.
References
- ↑
XRL.World.Parts.CyberneticsBiodynamicPowerPlant