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}}
Many artifacts, weapons, computerized equipment, and other machinery in {{gamename}} require power. 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.
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 Power ==
= Types of Power =
Electrical power is the most common type of power found in {{gamename}}, but many other forms of power 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 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 in the section below gives a rough outline of some of the types of power that are used throughout the gameworld. Conversion between types of power 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 charge 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 power 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 power 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 charge production may vary - for example a {{favilink|combustion cell}} creates 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.
{{main|hydraulic power}}
Power is sometimes carried by hydraulic transmission systems. [[Grit Gate]] has one of these, in addition to its electrical power grid.
 
==Liquid-Fueled==
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.
 
== Mechanical ==
{{main|mechanical 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===
==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.
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.


=== Broadcast ===
== Solar ==
{{main|solar power}}
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}}.
 
== Broadcast ==
{{main|broadcast power}}
{{main|broadcast 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.
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.


=== Hydraulic ===
==Zero Point Energy Collector==
{{main|hydraulic power}}
Power is sometimes found being carried by hydraulic transmission systems. [[Grit Gate]] has one of these, in addition to its electrical power grid.
 
=== Mechanical ===
{{main|mechanical power}}
Mechanical power transmission is also possible. The water wheel and mill in [[Joppa]] is an example of this.
 
===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 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. 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.


== Power Usage Examples ==
<noinclude>
= Power Usage Examples =
{| class="wikitable"
{| class="wikitable"
! Power Type
! Power Type
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{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceElectric IS NOT NULL
| where  = ChargeProduceElectric IS NOT NULL
| format = ul}}
| format = ul}}
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{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeElectrical IS NOT NULL
| where  = ChargeConsumeElectrical IS NOT NULL
| format = ul
| format = ul
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|
|
* {{favilink|Electrical Generation}}
* {{favilink|Electrical Generation}}
* {{favilink|biodynamic power plant|plural}}
* {{favilink|biodynamic power plant}}
|
|
|
|
* [[jacked]] equipment
* [[Jacked]] equipment
|-
|-


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* {{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
|
|
* {{favilink|power line|plural}} for electrical power grids
* {{favilink|glass hydraulic pipe|plural}} for hydraulic power grids
|
|
* {{favilink|nuclear cell|plural}}
* Objects and creatures with an onboard fusion reactor, including:
* {{favilink|antimatter cell|plural}}
* 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}}
* {{favilink|glass hydraulic pipe|plural}}
* Walls with [[piping]]
|  
|  
{{#cargo_query:
{{#cargo_query:
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{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceMechanical IS NOT NULL
| where  = ChargeProduceMechanical IS NOT NULL
| format = ul
| format = ul
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|
|
* {{favilink|Wooden machinery}}
* {{favilink|Wooden machinery}}
* Walls with a [[gearbox]]
|
|
{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeMechanical IS NOT NULL
| where  = ChargeConsumeMechanical IS NOT NULL
| format = ul
| format = ul
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{{#cargo_query:
{{#cargo_query:
| tables = ArtifactData
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceSolar IS NOT NULL
| where  = ChargeProduceSolar IS NOT NULL
| format = ul
| format = ul
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|
|
* {{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}}
|-
|-


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|
|
* {{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}}
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{{#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
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|
|
|
|
* [[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
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|}
|}


==Charge Estimates==
=Charge Estimates=
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.
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.


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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>