Radio-powered

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This information is reliable as of patch 2.0.198.1. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.198.1.
radio-powered
Category

Energy Cell

Rarity

Rare

Tinkerable

yes

Tinker skill

Tinker II

Bit required

<4>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

yes

Value multiplier

1.3

ID

ModRadioPowered

Radio-powered: This item can be recharged via broadcast power.

radio-powered is a mod that can be applied to all energy cells excluding ones that are fueled by liquid. When modded to an energy cell, they will passively recharge themselves as long as the player character is close enough to the surface.

Modding this to a cell will increase its difficulty by 5 and its complexity by 3.

Recharge speed

The speed that this mod recharges cells depends on the cell's tier, in which the charge rate is 10 * tier every game tick. The max depth that the cell can be recharged at is 1 + tier deep. If the cell can already charge using radio power, it uses the greater charge rate and max depth. [1] Energy cells that charge through another method like fidget cells or solar cells will have both charge rates stack.

Estimated Recharge Speed

Error: No field named "MaxCharge" found for the database table "ItemsTable".

Satellite Power Occlusion

Occasionally, the radio signals used to power the cell will be blocked by random objects. These causes can be either "orbital debris", "a glass storm", "a flock of birds", "acid rain", "drift film", or "an unidentified anomaly". The exact percentages are located within GlobalConfig.json. By default, there is a 0.5% chance a game tick of the radio waves being occluded, preventing any charge. Once they are blocked, there is a 1.5% chance every game tick of clearing up and resume to charge.

References

  1. XRL.World.Parts.BroadcastPowerReceiver