Power: Difference between revisions

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update list of things that use ZPEC
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{{As Of Patch|2.0.202.104}}{{tocright}}
{{As Of Patch|2.0.202.104}}{{tocright}}
Energy is a resource that is most often used to power artifacts, weapons, computerized equipment, and other machinery in {{gamename}}. Units of energy are typically referred to as charge, regardless of the type of energy involved. For example, an item might require 50 charge to be activated, which could be provided by an electric energy cell, a hydraulic power system, or another type of energy entirely. This type of "charge" should not be confused with [[Charge]], the skill.
Many artifacts, weapons, computerized equipment, and other machinery in {{gamename}} require power in order to function. Units of power are typically referred to as charge, regardless of the type of power source involved. For example, an item might require 50 charge to be activated, which could be provided by an electric [[energy cell]], a hydraulic power system, or another type of power system entirely. This type of "charge" should not be confused with [[Charge]], the skill.


== Types of Energy ==
= Types of Power =
Electrical energy is the most common type of energy found in {{gamename}}, but many other forms of energy are also found throughout the world.
Electrical power is the most common type of power found in {{gamename}}, but many other forms of power are also found throughout the world.


In some cases non-electrical energy is used to power objects directly, while in other cases that alternate energy is first converted into electrical energy through energy cells or other mediums. The '''Energy Usage Examples''' table in the section below gives a rough outline of some of the types of energy that are used throughout the gameworld. Conversion between types of energy and the borders between those categories are inherently fuzzy, so that table should be taken as a general guide rather than an irrefutable authority on the matter.
In some cases non-electrical sources are used to power objects directly, while in other cases that alternate power source is first converted into electrical power through energy cells or other mediums. The '''Power Usage Examples''' table gives a rough outline of some of the types of power that are used throughout the gameworld. Conversion between power sources and the borders between those categories are inherently fuzzy, so that table should be taken as a general guide rather than an irrefutable authority on the matter.


===Electrical===
==Electric==
The most common way to deliver energy to an item is with an [[:Category:Energy Cells|energy cell]]. For example, the {{favilink|laser pistol}}, {{favilink|hologram bracelet}}, and {{favilink|powered exoskeleton}} are all examples of items that require an [[:Category:Energy Cells|energy cell]] to function.
The most common way to deliver charge to an item is with an [[:Category:Energy Cells|energy cell]]. The {{favilink|laser pistol}}, {{favilink|hologram bracelet}}, and {{favilink|powered exoskeleton}} are all examples of items that require an energy cell to function.


Electrical energy users and storage are always [[Properties#EMP Sensitive|EMP Sensitive]], unless [[Electromagnetically-shielded|electromagnetically shielded]].
Electrically-powered objects, as well as electric power generators and storage mechanisms, are always [[Properties#EMP Sensitive|EMP Sensitive]], unless [[Electromagnetically-shielded|electromagnetically shielded]].


Electrical energy can sometimes be found being transmitted by electrical power grids such as those found in [[Grit Gate]], [[Tomb of the Eaters|the Tomb of the Eaters]], [[Ezra]], or [[Yd Freehold]].
Electrical power can be found being transmitted by electrical power grids such as those found in {{favilink|Grit Gate}}, {{favilink|Ezra}}, or The {{favilink|Yd Freehold}}.


===Liquid-Fueled===
== Hydraulic ==
Some items are powered by liquid as fuel. The exact method of energy production may vary - for example a {{favilink|combustion cell}} creates energy through combustion, but a {{favilink|blood-gradient hand vacuum}} produces energy through more mysterious biochemical means. For these type of items, one dram of liquid corresponds to a certain amount of charge that can be provided to the object. [[:Category:Liquid Fueled Energy Cells|Liquid-fueled energy cells]] are also considered electrical energy because the liquid is used for the purpose of electricity generation.
{{main|hydraulic power}}
Power is sometimes carried by hydraulic transmission systems. [[Grit Gate]] has one of these, in addition to its electrical power grid.


===Physiological / Clockwork===
==Liquid-Fueled==
Certain objects rely on bodily movement to generate energy. For example, the {{favilink|fidget cell}} is charged by being worn on the body for a period of time, and the {{favilink|carcass kneader}} uses a hand crank to be charged. The player may choose to wind up the carcass kneader by interacting with it.
Some items are powered by liquid as fuel. The exact method of charge production may vary - for example, a {{favilink|combustion cell}} generates power through combustion, but a {{favilink|blood-gradient hand vacuum}} produces power through more mysterious biochemical means. For these type of items, one dram of liquid corresponds to a certain amount of charge that can be provided to the object. [[:Category:Liquid Fueled Energy Cells|Liquid-fueled energy cells]] are also considered electrical power because the liquid is used for the purpose of electricity generation.


=== Broadcast ===
== Mechanical ==
{{main|broadcast power}}
{{main|mechanical power}}
Broadcast power is available on or near the surface, from satellites (this sometimes being interrupted by atmospheric and orbital phenomena), and from the broadcast power station inside [[Grit Gate]]. [[Radio-powered]] energy cells and a variety of other objects can receive broadcast power.
Mechanical transmission systems use natural forces, such as water or wind, to power machinery. The {{favilink|wooden water wheel}} and {{favilink|millstone}} in {{favilink|Joppa}} is an example of this.
 
==Kinetic / Clockwork==
Certain objects rely on bodily movement to generate charge. For example, the {{favilink|fidget cell}} is charged by being worn on the body for a period of time, and the {{favilink|carcass kneader}} uses a hand crank to be charged. The player may choose to wind up the carcass kneader by interacting with it.


=== Hydraulic ===
== Solar ==
{{main|hydraulic power}}
{{main|solar power}}
Energy is sometimes found being carried by hydraulic transmission systems. [[Grit Gate]] has one of these, in addition to its electrical power grid.
Solar powered objects convert sunlight into charge. When something is solar-powered, it will only recharge during the day while on the surface, or in areas that can reach sunlight, like the open air pits in the {{favilink|Rust Wells}}.


=== Mechanical ===
== Broadcast ==
{{main|mechanical power}}
{{main|broadcast power}}
Mechanical power transmission is also possible. The water wheel and mill in [[Joppa]] is an example of this.
Broadcast power is available on or near the surface, from satellites (this sometimes being interrupted by atmospheric and orbital phenomena), and from {{favilink|broadcast power station|broadcast powers stations}}, including the one inside [[Grit Gate]]. [[Radio-powered]] energy cells and a variety of other objects can receive broadcast power.


===Zero Point Energy Collector===
==Zero Point Energy Collector==
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This section is excerpted in other places using Template:Excerpt. Please do not change the section title without updating the other pages that excerpt it. (ex: "Grav chair" page)
This section is excerpted in other places using Template:Excerpt. Please do not change the section title without updating the other pages that excerpt it. (ex: "Grav chair" page)
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The Zero Point Energy Collector (ZPEC) is a reality distorting, infinite electrical energy source that charges depending on the current world that the object resides in. As long as the item is in "JoppaWorld" which is the starting world that the player starts in, the ZPEC will generate a constant amount of charge each turn, which varies depending on the object. Currently, only the {{favilink|ceremonial vibrokhopesh}} and the {{favilink|grav chair}} use the ZPEC.
The Zero Point Energy Collector (ZPEC) is a reality distorting, infinite electrical power source that charges depending on the current world that the object resides in. As long as the item is in "JoppaWorld", which is the starting world that the player starts in, the ZPEC will generate a constant amount of charge each turn, which varies depending on the object. The {{favilink|ceremonial vibrokhopesh}}, {{favilink|grav chair}}, and {{favilink|black mote}} all use the ZPEC.


How the ZPEC exactly works is unknown, but is reality distorting and cannot work under the effects of [[normality]]. This means that being in a normality field or normality gas will cause the item to stop charging.
How the ZPEC exactly works is unknown, but as the process is reality distorting it cannot work under the effects of [[normality]]. This means that being in a normality field or {{favilink|normality gas}} will cause the item to stop charging.


== Energy Usage Examples ==
<noinclude>
= Power Usage Examples =
{| class="wikitable"
{| class="wikitable"
! Energy Type
! Power Type
! Example Inputs
! Inputs
! Example Outputs
! Conduits
! Outputs
|-
|-
| Electric
| Electric
|
|
* {{favilink|fusion power station|plural}}
{{#cargo_query:
* {{favilink|hydraulic turbine|plural}}
| tables = ArtifactData
* {{favilink|power line|plural}} and {{favilink|high-voltage power line|plural}}
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
* [[energy cell]]s, including:<ref>Energy cells are initially powered by variety of different energy types, but use of the electrochemical terminology of "cell" arguably implies that they ultimately provide electrical energy in all cases.</ref>
| where  = ChargeProduceElectric IS NOT NULL
| format = ul}}
* [[Energy cell]]s, including:<ref>Energy cells are initially powered by variety of different power types, but use of the electrochemical terminology of "cell" arguably implies that they ultimately provide electrical charge in all cases.</ref>
<ul>
<ul>
{{#cargo_query:tables=GeneralData|fields=CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')|where=ParentObject LIKE '%Energy Cell'|format=ul}}
{{#cargo_query:tables=GeneralData|fields=CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')|where=ParentObject LIKE '%Energy Cell'|format=ul}}
</ul>
</ul>
|
* {{favilink|power line|plural}}
* {{favilink|high-voltage power line|plural}}
* [[Wired]] walls
|
|
A huge variety of artifacts, machinery, and other items that can be powered by the electric energy provided by energy cells or power lines, including but not limited to:
* [[Energy-loaded missile weapons]]
* [[energy-loaded missile weapons]]
* Energy cell-powered melee weapons such as {{favilink|stun rod|plural}} and {{favilink|maghammer|plural}}
* powered melee weapons such as {{favilink|stun rod|plural}} or {{favilink|maghammer|plural}}
* Energy cell-powered equipment such as {{favilink|hologram bracelet|plural}} and {{favilink|Stopsvalinn}}
* powered equipment such as {{favilink|hologram bracelet|plural}} or {{favilink|Stopsvalinn}}
{{#cargo_query:
* machinery such as {{favilink|industrial fan|plural}}, {{favilink|unicomputer|plural}}, and {{favilink|force projector|plural}}
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeElectrical IS NOT NULL
| format = ul
| columns = 2
}}
|-
|-
| Bioelectric
| Bioelectric
|
|
* {{favilink|Electrical Generation}}
* {{favilink|Electrical Generation}}
* {{favilink|biodynamic power plant|plural}}
* {{favilink|biodynamic power plant}}
|
|
* [[jacked]] equipment
|
* [[Jacked]] equipment
|-
|-
| Fusion / Antimatter
 
| Fusion
|
|
* {{favilink|fusion power station|plural}}
* {{favilink|fusion power station|plural}}
* {{favilink|fusion pumping station|plural}}
* {{favilink|fusion pumping station|plural}}
* onboard power systems
* Fusion reactor onboard power systems
* nuclear and antimatter reactions
|
|
* [[jacked]] equipment
|
* {{favilink|nuclear cell|plural}}
* Objects and creatures with an onboard fusion reactor, including:
* {{favilink|antimatter cell|plural}}
* {{favilink|power line|plural}} / electrical power grids
* {{favilink|glass hydraulic pipe|plural}} / hydraulic power grids
* objects with an onboard fusion reactor, including:
** {{favilink|hyperbiotic chair|plural}}
** {{favilink|hyperbiotic chair|plural}}
** {{favilink|hyperbiotic bed|plural}}
** {{favilink|hyperbiotic bed|plural}}
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** {{favilink|arcwyrk|plural}}
** {{favilink|arcwyrk|plural}}
** {{favilink|chrome pyramid|plural}}
** {{favilink|chrome pyramid|plural}}
* [[Jacked]] equipment
* {{favilink|power line}} or [[wired]] outputs from fusion power stations to electrical power grids
* {{favilink|glass hydraulic pipe}} or [[piping]] outputs from fusion pumping stations to hydraulic power grids
|-
|-
| Hydraulic
| Hydraulic
|  
|  
* {{favilink|fusion pumping station|plural}}
{{#cargo_query:
* {{favilink|hydraulic brass foaminator|plural}}
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceHydraulic IS NOT NULL
| format = ul
| columns = 1
}}
|
* {{favilink|glass hydraulic pipe|plural}}
* Walls with [[piping]]
|  
|  
* {{favilink|glass hydraulic pipe|plural}}
{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
Line 102: Line 129:
| where  = ChargeConsumeHydraulic IS NOT NULL
| where  = ChargeConsumeHydraulic IS NOT NULL
| format = ul
| format = ul
| columns = 2
}}
}}
|-
|-
| Mechanical
| Mechanical
|
|
* {{favilink|wooden water wheel}}
{{#cargo_query:
* {{favilink|wooden wind turbine}}
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceMechanical IS NOT NULL
| format = ul
}}
|
|
* {{favilink|millstone}}
* {{favilink|Wooden machinery}}
* Walls with a [[gearbox]]
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeMechanical IS NOT NULL
| format = ul
}}
|-
|-
| Physiological
 
| Kinetic
|
* Body movement
|
|
* body movement
|
|
* {{favilink|fidget cell|plural}}
* {{favilink|fidget cell|plural}}
|-
|-
| Solar
| Solar
|
|
* sunlight
* Sunlight
|
|
|
* {{favilink|solar cell|plural}}
{{#cargo_query:
* {{favilink|solar condenser|plural}}
| tables = ArtifactData
* {{favilink|solar still}}
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
* {{favilink|traipsing mortar}}
| where  = ChargeProduceSolar IS NOT NULL
| format = ul
}}
|-
|-
| Liquid<br>(combustion /<br>thermal)
| Liquid<br>(combustion /<br>thermal)
|
|
* {{favilink|oil}}
* {{favilink|oil}}
* {{favilink|lava}}
* {{favilink|lava}}
|
|
|
* {{favilink|combustion cell|plural}}
* {{favilink|combustion cell|plural}}
* {{favilink|thermoelectric cell|plural}}
* {{favilink|rocket skates}}
* {{favilink|rocket skates}}
* {{favilink|gyrocopter backpack|plural}}
* {{favilink|gyrocopter backpack|plural}}
* {{favilink|thermoelectric cell|plural}}
|-
|-
| Liquid<br>(biological /<br>chemical)
| Liquid<br>(biological /<br>chemical)
|
|
Line 145: Line 195:
* {{favilink|ink}}
* {{favilink|ink}}
* {{favilink|slime}}
* {{favilink|slime}}
|
|
|
* {{favilink|biodynamic cell|plural}}
* {{favilink|biodynamic cell|plural}}
* {{favilink|lead-acid cell|plural}}
* {{favilink|blood-gradient hand vacuum|plural}}
* {{favilink|blood-gradient hand vacuum|plural}}
* {{favilink|lead-acid cell|plural}}
* {{favilink|seed spitter|plural}}
* {{favilink|seed spitter|plural}}
* {{favilink|thistle pitcher|plural}}
* {{favilink|thistle pitcher|plural}}
* {{favilink|slip ring|plural}}
* {{favilink|slip ring|plural}}
|-
|-
| Broadcast
| Broadcast
|
|
{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceBroadcast IS NOT NULL
| where  = ChargeProduceBroadcast IS NOT NULL
| format = ul
| format = ul
}}
}}
|
|
* [[radio-powered]] items
|
* [[Radio-powered]] items
{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeBroadcast IS NOT NULL
| where  = ChargeConsumeBroadcast IS NOT NULL
| format = ul
| format = ul
}}
}}
|-
|-
| Zero-Point
| Zero-Point
|
|
* zero-point energy collector
* Zero-Point Energy Collector
|
|
|
* {{favilink|ceremonial vibrokhopesh|plural}}
* {{favilink|ceremonial vibrokhopesh|plural}}
Line 178: Line 233:
|}
|}


==Charge Estimates==
=Charge Estimates=
Unless the player character has a {{favilink|telemetric visor}} or the {{favilink|optical technoscanner}}, all types of energy storage include descriptions stating its vague percentage of energy available. They are separated into 6 sections.
Unless the player character has a {{favilink|telemetric visor}} or the {{favilink|optical technoscanner}}, all types of power storage include descriptions stating its vague percentage of charge available. They are separated into 6 sections.


{|class="wikitable"
{|class="wikitable"
Line 243: Line 298:
Note that the fullest value shows up with charge levels as low as 76%. Technoscanning is the only way to see if the cell is completely charged. When seeing the exact percentage, 100% will only display when the cell is truly at max charge.
Note that the fullest value shows up with charge levels as low as 76%. Technoscanning is the only way to see if the cell is completely charged. When seeing the exact percentage, 100% will only display when the cell is truly at max charge.


==References==
=References=
Unless stated, information comes from <code>XRL.World.Capabilities.EnergyStorage</code>
Unless stated, information comes from <code>XRL.World.Capabilities.EnergyStorage</code>
<references />
[[Category:Mechanics]]
[[Category:Mechanics]]
{{Mechanics Navbox}}
{{Mechanics Navbox}}
</noinclude>