Power: Difference between revisions
(→Energy Usage Examples: rm plastic and metal hydraulic pipes, they are no longer in game) |
(→Energy Usage Examples: layout and content organization revision) |
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{| class="wikitable" | {| class="wikitable" | ||
! Energy Type | ! Energy Type | ||
! | ! Inputs | ||
! | ! Conduits | ||
! Outputs | |||
|- | |- | ||
| Electric | | Electric | ||
| | | | ||
{{#cargo_query: | |||
| tables = ArtifactData | |||
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}') | |||
| where = ChargeProduceElectric IS NOT NULL | |||
| format = ul}} | |||
* [[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> | * [[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> | ||
<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}} | |||
| | | | ||
* [[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}} | * Energy cell-powered equipment such as {{favilink|hologram bracelet|plural}} and {{favilink|Stopsvalinn}} | ||
* powered equipment such as {{favilink|hologram bracelet|plural}} | {{#cargo_query: | ||
| tables = ArtifactData | |||
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}') | |||
| 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|plural}} | ||
| | |||
| | | | ||
* [[jacked]] equipment | * [[jacked]] equipment | ||
|- | |- | ||
| Fusion / Antimatter | | Fusion / Antimatter | ||
| | | | ||
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* onboard power systems | * onboard power systems | ||
* nuclear and antimatter reactions | * nuclear and antimatter reactions | ||
| | |||
| | | | ||
* [[jacked]] equipment | * [[jacked]] equipment | ||
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** {{favilink|chrome pyramid|plural}} | ** {{favilink|chrome pyramid|plural}} | ||
|- | |- | ||
| Hydraulic | | Hydraulic | ||
| | | | ||
* {{favilink|fusion pumping station|plural}} | * {{favilink|fusion pumping station|plural}} | ||
* {{favilink|hydraulic brass foaminator|plural}} | * {{favilink|hydraulic brass foaminator|plural}} | ||
| | |||
| | | | ||
* {{favilink|glass hydraulic pipe|plural}} | * {{favilink|glass hydraulic pipe|plural}} | ||
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| where = ChargeConsumeHydraulic IS NOT NULL | | where = ChargeConsumeHydraulic IS NOT NULL | ||
| format = ul | | format = ul | ||
| columns = 2 | |||
}} | }} | ||
|- | |- | ||
| Mechanical | | Mechanical | ||
| | | | ||
{{#cargo_query: | |||
| tables = ArtifactData | |||
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}') | |||
| where = ChargeProduceMechanical IS NOT NULL | |||
| format = ul | |||
}} | |||
| | | | ||
| | |||
{{#cargo_query: | |||
| tables = ArtifactData | |||
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}') | |||
| where = ChargeConsumeMechanical IS NOT NULL | |||
| format = ul | |||
}} | |||
|- | |- | ||
| Physiological | | Physiological | ||
| | | | ||
* body movement | * body movement | ||
| | |||
| | | | ||
* {{favilink|fidget cell|plural}} | * {{favilink|fidget cell|plural}} | ||
|- | |- | ||
| Solar | | Solar | ||
| | | | ||
* sunlight | * sunlight | ||
| | | | ||
| | |||
{{#cargo_query: | |||
| tables = ArtifactData | |||
| fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}') | |||
| 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}} | ||
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* {{favilink|thermoelectric cell|plural}} | * {{favilink|thermoelectric cell|plural}} | ||
|- | |- | ||
| Liquid<br>(biological /<br>chemical) | | Liquid<br>(biological /<br>chemical) | ||
| | | | ||
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* {{favilink|ink}} | * {{favilink|ink}} | ||
* {{favilink|slime}} | * {{favilink|slime}} | ||
| | |||
| | | | ||
* {{favilink|biodynamic cell|plural}} | * {{favilink|biodynamic cell|plural}} | ||
Line 153: | Line 193: | ||
* {{favilink|slip ring|plural}} | * {{favilink|slip ring|plural}} | ||
|- | |- | ||
| Broadcast | | Broadcast | ||
| | | | ||
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| format = ul | | format = ul | ||
}} | }} | ||
| | |||
| | | | ||
* [[radio-powered]] items | * [[radio-powered]] items | ||
Line 170: | Line 212: | ||
}} | }} | ||
|- | |- | ||
| Zero-Point | | Zero-Point | ||
| | | | ||
* zero-point energy collector | * zero-point energy collector | ||
| | |||
| | | | ||
* {{favilink|ceremonial vibrokhopesh|plural}} | * {{favilink|ceremonial vibrokhopesh|plural}} |
Revision as of 23:19, 2 May 2022
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. |
Energy is a resource that is most often used to power artifacts, weapons, computerized equipment, and other machinery in Caves of Qud. 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.
Types of Energy
Electrical energy is the most common type of energy found in Caves of Qud, but many other forms of energy 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.
Electrical
The most common way to deliver energy to an item is with an energy cell. For example, the laser pistol, hologram bracelet, and powered exoskeleton are all examples of items that require an energy cell to function.
Electrical energy users and storage are always EMP Sensitive, unless electromagnetically shielded.
Electrical energy can sometimes be found being transmitted by electrical power grids such as those found in Grit Gate, the Tomb of the Eaters, Ezra, or Yd Freehold.
Liquid-Fueled
Some items are powered by liquid as fuel. The exact method of energy production may vary - for example a combustion cell creates energy through combustion, but a 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. Liquid-fueled energy cells are also considered electrical energy because the liquid is used for the purpose of electricity generation.
Physiological / Clockwork
Certain objects rely on bodily movement to generate energy. 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.
Broadcast
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.
Hydraulic
Energy is sometimes found being carried by hydraulic transmission systems. Grit Gate has one of these, in addition to its electrical power grid.
Mechanical
Mechanical power transmission is also possible. The water wheel and mill in Joppa is an example of this.
Zero Point Energy Collector
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 ceremonial vibrokhopesh and the 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.
Energy Usage Examples
Charge Estimates
Unless the player character has a telemetric visor or the optical technoscanner, all types of energy storage include descriptions stating its vague percentage of energy 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
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- ↑ 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.