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{{As Of Patch|2.0.199.1}}
{{As Of Patch|2.0.202.104}}{{tocright}}
Energy is a resource that is most often used to power artifacts, weapons, and computerized equipment in {{gamename}}. One unit of this energy is referred to as charge (not to 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.


Despite the focus on electrical energy, energy can also refer to other types.
= 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.


==Energy Types==
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.
Energy cells represent only one type of energy type. Items can use liquids and manual effort to store energy as well.
===Electrical===
One of the most common ways 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.


Electrical energy users and storage is always [[Properties#EMP Sensitive|EMP Sensitive]].
==Electric==
===Liquid===
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.
Some items are powered by liquid as fuel. One dram of the specified liquid corresponds to a certain amount of charge specified by the object. Energy cells that require [[:Category:Liquid Fueled Energy Cells|liquid]] are also considered electrical energy because the liquid is used for the purpose of electricity generation.
===Clockwork===
The {{favilink|carcass kneader}} uses a hand crank to charge itself. The player may choose to wind it up by interacting with it.


===Zero Point Energy Collector===
Electrically-powered objects, as well as electric power generators and storage mechanisms, are always [[Properties#EMP Sensitive|EMP Sensitive]], unless [[Electromagnetically-shielded|electromagnetically shielded]].
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 40 charge a turn. Currently, only the {{favilink|ceremonial vibrokhopesh}} and the {{favilink|grav chair}} 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.
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}}.


==Charge Estimates==
== Hydraulic ==
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.
{{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==
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.
 
== 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}}
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==
<!--
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)
-->
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 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.
 
<noinclude>
= Power Usage Examples =
{| class="wikitable"
! Power Type
! Inputs
! Conduits
! Outputs
|-
 
| Electric
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| 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>
{{#cargo_query:tables=GeneralData|fields=CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')|where=ParentObject LIKE '%Energy Cell'|format=ul}}
</ul>
|
* {{favilink|power line|plural}}
* {{favilink|high-voltage power line|plural}}
* [[Wired]] walls
|
* [[Energy-loaded missile weapons]]
* Energy cell-powered melee weapons such as {{favilink|stun rod|plural}} and {{favilink|maghammer|plural}}
* Energy cell-powered equipment such as {{favilink|hologram bracelet|plural}} and {{favilink|Stopsvalinn}}
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeElectrical IS NOT NULL
| format = ul
| columns = 2
}}
|-
 
| Bioelectric
|
* {{favilink|Electrical Generation}}
* {{favilink|biodynamic power plant}}
|
|
* [[Jacked]] equipment
|-
 
| Fusion
|
* {{favilink|fusion power station|plural}}
* {{favilink|fusion pumping station|plural}}
* Fusion reactor onboard power systems
|
|
* Objects and creatures with an onboard fusion reactor, including:
** {{favilink|hyperbiotic chair|plural}}
** {{favilink|hyperbiotic bed|plural}}
** {{favilink|becoming nook|plural}}
** {{favilink|norm core mk I|norm cores I, II, and III}}
** {{favilink|galgal|plural}}
** {{favilink|anomaly extinguisher|plural}}
** {{favilink|arcwyrk|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
|
{{#cargo_query:
| 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]]
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeHydraulic IS NOT NULL
| format = ul
| columns = 2
}}
|-
 
| Mechanical
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceMechanical IS NOT NULL
| format = ul
}}
|
* {{favilink|Wooden machinery}}
* Walls with a [[gearbox]]
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeMechanical IS NOT NULL
| format = ul
}}
|-
 
| Kinetic
|
* Body movement
|
|
* {{favilink|fidget cell|plural}}
|-
 
| Solar
|
* Sunlight
|
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceSolar IS NOT NULL
| format = ul
}}
|-
 
| Liquid<br>(combustion /<br>thermal)
|
* {{favilink|oil}}
* {{favilink|lava}}
|
|
* {{favilink|combustion cell|plural}}
* {{favilink|thermoelectric cell|plural}}
* {{favilink|rocket skates}}
* {{favilink|gyrocopter backpack|plural}}
|-
 
| Liquid<br>(biological /<br>chemical)
|
* {{favilink|blood}}
* {{favilink|acid}}
* {{favilink|sap}}
* {{favilink|gel}}
* {{favilink|oil}}
* {{favilink|ink}}
* {{favilink|slime}}
|
|
* {{favilink|biodynamic cell|plural}}
* {{favilink|lead-acid cell|plural}}
* {{favilink|blood-gradient hand vacuum|plural}}
* {{favilink|seed spitter|plural}}
* {{favilink|thistle pitcher|plural}}
* {{favilink|slip ring|plural}}
|-
 
| Broadcast
|
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeProduceBroadcast IS NOT NULL
| format = ul
}}
|
|
* [[Radio-powered]] items
{{#cargo_query:
| tables = ArtifactData
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{!}}plural{{)}}')
| where  = ChargeConsumeBroadcast IS NOT NULL
| format = ul
}}
|-
 
| Zero-Point
|
* Zero-Point Energy Collector
|
|
* {{favilink|ceremonial vibrokhopesh|plural}}
* {{favilink|grav chair|plural}}
|}
 
=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.


{|class="wikitable"
{|class="wikitable"
|
|
!colspan=5|Charge Type
!colspan=6|Charge Type
|-
|-
!Percentage
!Percentage
Line 31: Line 244:
!Clockwork
!Clockwork
!Light
!Light
!Kinetic
!Tension
!Biological
|-
|-
|{{qud text|&K0%}}
|{{qud text|&K0%}}
Line 36: Line 252:
|Run Down
|Run Down
|Dark
|Dark
|Stopped
|Slack
|Exhausted
|-
|-
|{{qud text|&r1-10%}}
|{{qud text|&r1-10%}}
Line 41: Line 260:
|Very Run Down
|Very Run Down
|Very Dim
|Very Dim
|Very Slow
|Very Slack
|Flagging
|-
|-
|{{qud text|&R11-25%}}
|{{qud text|&R11-25%}}
Line 46: Line 268:
|Fairly Run Down
|Fairly Run Down
|Somewhat Dim
|Somewhat Dim
|Somewhat Slow
|Fairly Slack
|Enervated
|-
|-
|{{qud text|&W26-50%}}
|{{qud text|&W26-50%}}
Line 51: Line 276:
|Somewhat Run Down
|Somewhat Run Down
|Somewhat Bright
|Somewhat Bright
|Fairly Fast
|Somewhat Slack
|Fatigued
|-
|-
|{{qud text|&g51-75%}}
|{{qud text|&g51-75%}}
Line 56: Line 284:
|Well-wound
|Well-wound
|Fairly Bright
|Fairly Bright
|Nearly Full Speed
|Tense
|Lively
|-
|-
|{{qud text|&G76-100%}}
|{{qud text|&G76-100%}}
Line 61: Line 292:
|Fully Wound
|Fully Wound
|Bright
|Bright
|Full Speed
|Fully Tensed
|Vigorous
|}
|}
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>

Latest revision as of 22:07, 12 January 2023

This information is reliable as of patch 2.0.202.104. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.202.104.

Many artifacts, weapons, computerized equipment, and other machinery in Caves of Qud 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

Electrical power is the most common type of power found in Caves of Qud, 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 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.

Electric

The most common way to deliver charge to an item is with an energy cell. The laser pistol, hologram bracelet, and powered exoskeleton are all examples of items that require an energy cell to function.

Electrically-powered objects, as well as electric power generators and storage mechanisms, are always EMP Sensitive, unless electromagnetically shielded.

Electrical power can be found being transmitted by electrical power grids such as those found in Grit Gate, Ezra, or The Yd Freehold.

Hydraulic

Main article: 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 combustion cell generates power through combustion, but a 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. Liquid-fueled energy cells are also considered electrical power because the liquid is used for the purpose of electricity generation.

Mechanical

Main article: Mechanical power

Mechanical transmission systems use natural forces, such as water or wind, to power machinery. The wooden water wheel and millstone in Joppa is an example of this.

Kinetic / Clockwork

Certain objects rely on bodily movement to generate charge. For example, the fidget cell is charged by being worn on the body for a period of time, and the carcass kneader uses a hand crank to be charged. The player may choose to wind up the carcass kneader by interacting with it.

Solar

Main article: 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 Rust Wells.

Broadcast

Main article: Broadcast power

Broadcast power is available on or near the surface, from satellites (this sometimes being interrupted by atmospheric and orbital phenomena), and from 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

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 ceremonial vibrokhopesh, grav chair, and black mote all use the ZPEC.

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 normality gas will cause the item to stop charging.


Power Usage Examples

Power Type Inputs Conduits Outputs
Electric
Bioelectric
Fusion
Hydraulic
Mechanical
Kinetic
  • Body movement
Solar
  • Sunlight
Liquid
(combustion /
thermal)
Liquid
(biological /
chemical)
Broadcast
Zero-Point
  • Zero-Point Energy Collector

Charge Estimates

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

Charge Type
Percentage Electrical Clockwork Light Kinetic Tension Biological
0% Drained Run Down Dark Stopped Slack Exhausted
1-10% Very Low Very Run Down Very Dim Very Slow Very Slack Flagging
11-25% Low Fairly Run Down Somewhat Dim Somewhat Slow Fairly Slack Enervated
26-50% Used Somewhat Run Down Somewhat Bright Fairly Fast Somewhat Slack Fatigued
51-75% Fresh Well-wound Fairly Bright Nearly Full Speed Tense Lively
76-100% Full Fully Wound Bright Full Speed Fully Tensed Vigorous

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

Unless stated, information comes from XRL.World.Capabilities.EnergyStorage

  1. 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.