Ship reactor
Rimatomics adds nuclear reactors, starting out with the modest 21 rod Type A reactor all the way up to the -quite frankly overkill- 89 rod Type V nuclear reactor capable of producing over a megawatt of power. Rimatomics also adds RTGs: Radio-isotope Thermoelectric Generators, free power forever.
Powers a ship on its journey through space.
- Type
- Ship
- Placeable
- Yes
- Rotatable
- Yes
- Size
- 6 ˣ 7
- HP
- 500
- Power
- +1000W
- Work To Make
- 65,000 ticks (18.06 mins)
- Resources to make
- 350 + 280 + 70 + 8
- Deconstruct yield
- 252 + 210 + 52 + 6
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- A ship reactor is a ship part needed to take off. It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards. The reactor may be powered on despite the rest of the ship not being.
A ship reactor is a ship part needed to take off. It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards.
The reactor may be powered on despite the rest of the ship not being built yet. This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the strength of raids.
It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.
- Ship
- Ship structural beam • Ship cryptosleep casket • Ship computer core • Ship reactor • Ship engine • Sensor cluster
Recipe | |
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Total raw | |
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Map color | |
Health | 1000 |
Stack size | 50 |
Range | 24 |
Shooting speed | 1.5/s |
Damage | 20 laser |
Dimensions | 2×2 |
Energy consumption | 1.2 MW (electric) |
Drain | 24 kW (electric) |
Mining time | 0.5 |
Prototype type | |
Internal name | laser-turret |
Required technologies | |
Boosting technologies | |
Produced by | |
Consumed by |
Laser turrets are an advanced defense building with longer range than the gun turret, infinite ammo, good damage and use electricity to operate (and a smaller amount of energy when idle). By dealing laser damage, they don't face any resistances (enemies receive full damage) but have a lower rate of fire than gun turrets. Each shot costs 800kJ of energy; as the shooting speed increases through upgrades, so does the power required to keep firing.
Using laser turrets to ward off attacks can cause electricity usage spikes, these can be offset by using accumulators (or steam storage and excess steam turbines).
Gallery
Laser turret firing.
A gif of the laser turret rotating. (Pre 1.0)
Rimworld Plasma Fusion Reactor For Sale
Achievements
Raining bullets Win the game without building any laser turrets. |
History
- 0.17.0:
- New graphics.
- Laser turret now use new laser beams.
- 0.15.0:
- Laser turret projectiles move much faster.
- 0.12.0:
- All turrets now have a 2x2 footprint.
- Made 4x as powerful and expensive.
Rimworld Plasma Fusion Reactor Mini Prototype
- 0.9.0:
- Change to recipe.
- 0.7.1:
- Decreased resting energy consumption of laser turret to 1/3 of original value.
- 0.7.0:
- Added upgrade technologies.
- 0.3.0:
- New graphics
- 0.1.0:
- Introduced
Rimworld Plasma Fusion Reactor Download
See also
Weapons |
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