Engine Room

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This article is considered accurate for the current version (1.60) of Foxhole.

This article is considered accurate for the current version (1.60) of Foxhole.

A engineering facility that provides power to Bunker structures using pipe connections.
In-game description

The Engine Room is a Bunker modification that when fueled with Diesel produces power which can be distributed to other bunkers through bunker pipes. It does not accept any other type of fuel.

Construction

A Tier 2 Engine Room is built by modifiying a Tier 2 Bunker with a Hammer and 150 Basic Materials.

Unlike bunker garrisons the engine room doesn't prevent the construction of Structure Upgrade modifications (Rifle Garrison, etc...) on bunkers adjacent to it. Two engine rooms can even be adjacent.

Tier 3

A Tier 3 Engine Room is built by modifiying a Tier 3 Bunker or by upgrading a Tier 2 Engine Room (the latter being cheaper overall) with 25 Concrete Materials. It must be connected to a Bunker Base (either through trenches or other bunker pieces) with the Concrete Structures CivicMaterialsIcon.png upgrade.

Concrete Settling:
It must dry off for 24 hours but it already works while wet. The duration increases during Snow Storms and Rain Storms depending on their intensity (up to double with highest intensity).

While very sturdy when dry, it is vulnerable while still wet. The vulnerability depends on how wet the concrete is and functions as a damage multiplier. Wet concrete that's just been placed has a x10 damage multiplier compared to dry concrete. After 8 hours the damage multiplier is roughly x3, and x2 after 12 hours.

Structural Integrity

The Engine Room modification decreases the Structural Integrity of its Bunker Network: significantly if Tier 2, moderately if Tier 3. It is not recommended to have your Engine Rooms connected to any type of Garrisons and should be housed in its own separate bunker rooms, with a trench connecting them to the rest of your base.

Use

It has no interface that can be opened.

Fuel

The engine has a capacity of 200L (2 diesel cans) and consumes only 50L per day, meaning it will last 96 hours when fully fueled. It automatically activates when it has fuel and can't be turned off. Fuel amount is indicated by the speed of the running engine animation: very fast if over 150L, slower between 150 and 50L, and very slow under 50L. The engine speed doesn't affect power output. Refuelling can only be done by hand with a diesel can (not by Fuel Tankers or Liquid Containers) but you can do it from outside the bunker.

Power

When fueled an engine produces 3000W of power, regardless of fuel amount. Bunker pipes must be installed to distribute the power to other bunker. Power is distributed evenly between all power using bunkers without regard for actual need. Power distribution has a distance limit, it cannot reach bunkers that are more than 20 pipes away. Rifle Garrisons, Machine Gun Garrisons, and AT Gun Garrisons can use 600W to power a spotlight which increases their vision range during the night. Observation Bunkers require 1,000W to function. Storm Cannons and Intelligence Centers need power to recharge their internal battery, one engine recharges 1% of total power every 24 minutes and up to 12 engines can be used (max 35,000W).

Tactics

Depending on where your bunker is, it is not necessary to have an Engine Room constructed, as Engine Rooms do not provide tactical advantages outside of better night time range.

If your bunker does need an Engine Room, either for an Observation Bunker modification, or a planned Storm Cannon, always keep them separated from your main bunker defenses, as having these rooms will greatly diminish the Structural Integrity of the bunker network, which will leave that bunker section with less health compared to when it is not there.

Gallery