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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 are always [[Properties#EMP Sensitive|EMP Sensitive]], unless [[Electromagnetically-shielded|electromagnetically shielded]].
==Electric==
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 can sometimes be found being transmitted by electrical power grids such as those found in [[Grit Gate]], as well as inside and nearby [[Tomb of the Eaters|the Tomb of the Eaters]].
Electrically-powered objects, as well as electric power generators and storage mechanisms, are always [[Properties#EMP Sensitive|EMP Sensitive]], unless [[Electromagnetically-shielded|electromagnetically shielded]].
===Liquid-Fueled===
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.


=== Broadcast ===
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}}.
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, [[Rodanis Y]], [[Traipsing mortar|traipsing mortars]], and [[Regeneration tank|regeneration tanks]] can receive broadcast power.


=== Hydraulic ===
== Hydraulic ==
Energy is sometimes found being carried by hydraulic transmission systems. [[Grit Gate]] has one of these, in addition to its electrical power grid.
{{main|hydraulic power}}
Power is sometimes carried by hydraulic transmission systems. [[Grit Gate]] has one of these, in addition to its electrical power grid.


=== Mechanical ===
==Liquid-Fueled==
Mechanical power transmission is also possible. The water wheel and mill in [[Joppa]] is an example of this.
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.


===Zero Point Energy Collector===
== Mechanical ==
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.
{{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.


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.
==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.


==Charge Estimates==
== Solar ==
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|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==
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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)
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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. 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"
Line 96: 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>