Build a Geothermal That Never Lets You Down (RimWorld 1.6) — Safe Blueprint Tool
Build a Geothermal
That Never Lets You Down (1.6)
Fast, no-mistakes how to build geothermal generator rimworld: place it on a SteamGeyser, keep the cage unroofed (especially the door tile), and wire it back cleanly (hidden conduits help). Values below come from Core defs (1.6.4633 rev1266).
Output: 3600W constant
Must be on SteamGeyser
Perfect Setup
6×6 + ring
This layout avoids the classic trio: roofed heat traps, blocked wind lanes, and fragile exterior wiring.
- Unroof the cage (especially above the door tile).
- Use stone walls + stone door (wood burns; steel can burn).
- Run hidden conduits back to base; add a switch at the base edge.
- Floor the ring (stone) to stop plants and speed firefighting.
Quick refs: GeothermalGenerator · SteamGeyser
Turbines need a clear rectangle in front/behind. Don’t place geothermal cages/walls inside turbine lanes (geo is blockWind).
Ref: WindTurbine
Steam geyser rooms can rapidly overheat (Core def description). The #1 fix is simple: unroof the cage and keep flammables away.
Don’t roof the doorway tile. That 1×1 “room” can spike fast during steam bursts.
Fix: use Remove roof area above ring + door.
Do leave the cage open to sky and use a stone door + stone walls.
Optional: roof only the approach path, not the generator ring.
Hidden conduits are tougher/cleaner for long outdoor runs. Normal conduit is cheaper but more exposed.
| Type | Steel/tile | Notes |
|---|---|---|
| 2 | Flammability 0; harder to target. | |
| 1 | Flammability 0.7; more exposed. |
Wiring calculator
Refs: HiddenConduit · PowerConduit · ShortCircuit (Zzztt)
A geothermal is constant day/night — deficits are usually your loads switching on (sun lamps, heaters, turrets). Use this to budget always-on demand.
| What 3600W runs (examples) | |
|---|---|
Sun lamp | 2900W |
8× hydroponics | 560W |
| + 2 batteries | buffer / stability |
Power calculator
Use geothermal as your “always on” anchor. In cold biomes, pair it with a nearby greenhouse — keep the geo cage unroofed and vent/door the greenhouse.
- Cold: greenhouse next door + toggle vents; geo cage stays open to sky.
- Hot: fully unroofed cage + stone materials (wildfire-safe).
- Dust storms / winter: geothermal carries you when solar dips.
Make it repairable under fire and a boring target.
- Stone cage outside the 1‑tile ring. Double-wall if breachers are common.
- Keep a home zone strip + stone floor in the ring (fast firefighting).
- Switch at base edge: isolate for repairs or expansion.
Geothermal Power Extenders (mod) changes expectations: boosts output per geyser with add-ons (often cited up to ~7200W).
Keep a separate “modded math” profile so vanilla budgeting doesn’t get confusing.
- Door catches fire: you probably roofed the door tile — unroof ring + door, switch to stone door/walls.
- Wind weak: clear the turbine lane; don’t overlap geothermal cages with wind rectangles.
- Power shortage “during day”: sun lamps turn on; geothermal stays constant — check load, not production.
Version: 1.6.4633 rev1266. Source paths below are from local install mounted at /game.
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Power.xml
ThingDef GeothermalGenerator:
costList Steel=340, ComponentIndustrial=8
constructionSkillPrerequisite=8
size=(6,6)
comps/CompProperties_Power/basePowerConsumption=-3600 (produces 3600W)
blockWind=true
ThingDef HiddenConduit:
costList Steel=2
statBases Flammability=0
ThingDef PowerConduit:
costList Steel=1
statBases Flammability=0.7
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Furniture.xml
ThingDef SunLamp:
comps/CompProperties_Power/basePowerConsumption=2900
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml
ThingDef HydroponicsBasin:
comps/CompProperties_Power/basePowerConsumption=70
Sun lamp
8× hydroponics