PropertyValue
rdf:type
rdfs:label
  • Power generator
  • Power Generator
rdfs:comment
  • [Source] Power generators were devices capable of generating power. Some generators were capable of generating enough energy to power an entire colony. Other models were far smaller and used to power vehicles, such as the Moll K-19 power generator which powered Joben T-85 speeder bikes. The generators were easy to detect with scanners while active. Power droids, which acted as ambulatory batteries, were equipped with a small, internal power generator.
  • It can be tinkered with and configured to receive either Smithing or Crafting experience. Tinkering with the generator continuously yields experience in 2.4-second intervals. At level 99 in the respective skills, 43 Smithing or Crafting experience is gained at a time before the completion of the quest. The Power Generator is attached to a control panel and a transformation chamber. The transformation chamber is non-interactable, but after (and during) the quest, the control panel may occasionally smoke. Pressing the control panel will award bonus Crafting or Smithing experience.
  • The power generator was a device that can produce a type of power (electricity, plasma, etc.) for use in other devices. Some power generators can be portable, others can be quite large. They ran on various fuels (including dolamide). A primary generator was also called a main generator. In 2268, Starfleet Intelligence agent Bridget McLellan had disabled a containment field at the Klingon research station on Zeta Aurigae IV by destroying the main power generator with her phaser. (VAN - Declassified novella: The Stars Look Down)
  • Power generators are large human structures that serve as external power supplies for other facilities. Power generators were employed by the United Earth Directorate to power a missile turret blockade on space platforms above Braxis. They were destroyed by protoss under Praetor Artanis. Power generators were also used to power the psi disrupter on Braxis. They were only lightly-defended and located a considerable distance from the disrupter. They were destroyed by Raynor's Raiders, cutting the disrupter's power.
  • Power generators are buildings that generate Energy. They cost nothing to maintain, and, except for Hydrocarbon power plants, can be built anywhere. The Hydrocarbon power plant can only be built on hydrocarbon deposits. There are four generators for every faction: Tech 1, Tech 2, Tech 3 power generators, and the hydrocarbon power plants. All power generators explode on death, damaging all units in their surrounding. If one or two Tech 1 power generators around a factory explode, they will most likely start a chain reaction destroying other power generators within the vicinity and possibly a factory. Tech 2 and especially Tech 3 power generators have a much higher death explosion so therefore if you construct a power base, if one goes up in smoke, most likely at least half of your power bas
  • In September 2152, when nearly taken over by the Takret Militia, Malcolm Reed and T'Pol shut down the power transfer module of Enterprise NX-01 to deactivate the warp drive. (ENT: "The Catwalk") While James T. Kirk and Spock were searching for a duplicate of Kirk in 2266, engineering aboard the USS Enterprise featured two large power generators. Kirk's double initially climbed atop one of the generators in an attempt to evade the two searchers, who walked around the units, which the duplicate soon moved off. (TOS: "The Enemy Within" )
  • Most of the portable generators found within Deus Ex: Human Revolution seem to be provided by another company, Tao Shen Tech. It is rare to find one that is manufactured by Bobson Synthetics Group. The reason for this is supposition, but a logical conclusion can be reached from the evidence provided in game. Tao Shen Tech might be the leading the market in generators because their prices beat competition like Bobson Synthetics Group. When taking into account the high-tech power solutions that BSG provides (i.e. LINA Cells, DPF Capsules) it could be safe to assume that their products are all equally top-of-the-line, and therefore expensive. This is further evidenced by the existence of most BSG portable generators existing in Panchaea, posssibly one of the most well-funded and advanced faci
  • Power Generators are devices much larger than parabatteries. A power generator produces a certain number of SEU every hour it operates. However, there is a maintenance cost to run the generator, and it needs an outside energy source of some kind: solar, nuclear, hydrodynamic, thermal, etc. The weight and size of generators is not stated in the rulebooks. It should be noted that larger types exist, doubling in cost, output and maintenance requirements for every full rating level. These units are essentially immobile (though on occasion they are mounted on ships or vehicles).
  • Built by: Owner: Capacity: Top speed: Height: Materials used: First appearance: Other appearances: Rolf's Power Generator was only shown in "Boom Boom Out Goes the Ed." It is a heavy, but somewhat portable electric generator. When the power went out in the Cul-de-Sac, Rolf enlists Kevin to jump-start the power again. The generator, unlike a modern one, isn't gas-powered: it has a treadmill instead. When a person, like Kevin or an animal runs on the treadmill, electricity is produced. There is a meter which tells how much electricity is being produced by the person/animal, it goes from 'Baby' to 'Womanly' and finally 'Good Enough.' Kevin however, was unable to get it past baby. The generator was brought down to the sewers so Rolf's Nana wouldn't be disturbed by it. However when the kids flu
  • Temporary Power Generators can be found throughout both games in Left 4 Dead and Left 4 Dead 2. They are diesel generators of a standard industrial design. They are frequently encountered throughout both games and provide the basis for survivor task-roles in the Crash Course, The Passing and The Sacrifice campaigns.
Level
  • 145
dcterms:subject
Ice
  • 0
Examine
  • Transformation chamber: A chamber for transforming things.
  • Power Generator: Pretty sure it generates power.
  • Control Panel: Only a mastermind could figure out how to use this.
pdr
  • 30
Lightning
  • 2
KB
  • 3200
holy
  • 0
Physical
  • 0
Poison
  • 2
mad
  • 4745
mdd
  • 115
mdr
  • 30
Quest
  • No
pdd
  • 260
dbkwik:final-fantasy/property/wikiPageUsesTemplate
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dbkwik:runescape/property/wikiPageUsesTemplate
dbkwik:starcraft/property/wikiPageUsesTemplate
dbkwik:starwars/property/wikiPageUsesTemplate
dbkwik:left4dead/property/wikiPageUsesTemplate
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Faction
  • United Earth Directorate
Speed
  • Stationary
Armor
  • 1
Cat
  • 6
First Appearance
Fire
  • 0
Name
  • Power generator
  • Power Generator
  • Power Generators
MP
  • 200000
Type
  • Other
desc
  • 30.0
  • Have all three generators running at once in The Sacrifice finale. * To accomplish this, get two other players, and then situate everyone near a generator and start them at the same time. If done quickly enough, the achievement will unlock. * Every time a generator is started, a Tank will spawn, so be prepared to fight with three Tanks if you want this achievement .
  • Play 5 full games of Scavenge on The Port.
BName
  • Power Generator
dbkwik:ed/property/wikiPageUsesTemplate
Structure
  • x
Score
  • 25
  • 30
  • 50
Members
  • No
fgcolor
  • black
Update
  • The G-Nome Project
Title
  • CHAOS GENERATOR
  • PORT OF SCAVENGE
  • QUICK POWER
Manufacturer
Capacity
  • 1
  • 16
Icon
  • Hudicon-powergen.jpg
  • Poison Gas Generator
BGCOLOR
  • white
Purpose
  • Generation of power
nocat
  • x
Dark
  • 0
HP
  • 800
  • 5250000
Release
  • 2017-12-11
NPC
  • x
Race
  • Human
Builder
Owner
Locations
  • *Bahryn *Hoth *Coruscant *Rinn *Unidentified Geonosian colony moon
pad
  • 5040
Materials
  • Metal box, Power calculator, treadmill, and many other things.
Location
abstract
  • Power generators are buildings that generate Energy. They cost nothing to maintain, and, except for Hydrocarbon power plants, can be built anywhere. The Hydrocarbon power plant can only be built on hydrocarbon deposits. There are four generators for every faction: Tech 1, Tech 2, Tech 3 power generators, and the hydrocarbon power plants. All power generators explode on death, damaging all units in their surrounding. If one or two Tech 1 power generators around a factory explode, they will most likely start a chain reaction destroying other power generators within the vicinity and possibly a factory. Tech 2 and especially Tech 3 power generators have a much higher death explosion so therefore if you construct a power base, if one goes up in smoke, most likely at least half of your power base will do the same. Defend your power generators well! Hydrocarbon power plants do not explode on death.
  • [Source] Power generators were devices capable of generating power. Some generators were capable of generating enough energy to power an entire colony. Other models were far smaller and used to power vehicles, such as the Moll K-19 power generator which powered Joben T-85 speeder bikes. The generators were easy to detect with scanners while active. Power droids, which acted as ambulatory batteries, were equipped with a small, internal power generator.
  • In September 2152, when nearly taken over by the Takret Militia, Malcolm Reed and T'Pol shut down the power transfer module of Enterprise NX-01 to deactivate the warp drive. (ENT: "The Catwalk") While James T. Kirk and Spock were searching for a duplicate of Kirk in 2266, engineering aboard the USS Enterprise featured two large power generators. Kirk's double initially climbed atop one of the generators in an attempt to evade the two searchers, who walked around the units, which the duplicate soon moved off. (TOS: "The Enemy Within" ) These massive units are unnamed on screen. Their designation as "power generators" comes from the final draft and revised final draft of the script for "The Enemy Within". When Major Kira Nerys tried to confiscate a shipment of dolamide from a Valerian transport in 2369 for proof they wanted to ship it to the Cardassians for their weapons, Commander Benjamin Sisko refused. According to Sisko, dolamide was also used for power generators, reactors, and in short-range transports. (DS9: "Dramatis Personae") In a deleted scene in "The Chase" , Data explains that a Yridian destroyer was overloading its power generators during an exchange of fire with the USS Enterprise-D, which along with a phaser strike caused its destruction. [1]
  • It can be tinkered with and configured to receive either Smithing or Crafting experience. Tinkering with the generator continuously yields experience in 2.4-second intervals. At level 99 in the respective skills, 43 Smithing or Crafting experience is gained at a time before the completion of the quest. The Power Generator is attached to a control panel and a transformation chamber. The transformation chamber is non-interactable, but after (and during) the quest, the control panel may occasionally smoke. Pressing the control panel will award bonus Crafting or Smithing experience.
  • The power generator was a device that can produce a type of power (electricity, plasma, etc.) for use in other devices. Some power generators can be portable, others can be quite large. They ran on various fuels (including dolamide). A primary generator was also called a main generator. In 2268, Starfleet Intelligence agent Bridget McLellan had disabled a containment field at the Klingon research station on Zeta Aurigae IV by destroying the main power generator with her phaser. (VAN - Declassified novella: The Stars Look Down)
  • Power Generators are devices much larger than parabatteries. A power generator produces a certain number of SEU every hour it operates. However, there is a maintenance cost to run the generator, and it needs an outside energy source of some kind: solar, nuclear, hydrodynamic, thermal, etc. The weight and size of generators is not stated in the rulebooks. Energy Weapons cannot be directly connected to a power generator due to the danger of feedback and the nature of the flow of energy turned into SEUs. Only an active-matrix energy storage system, like a parabattery or a power back or belt pack can store the energy long enough for the weapon to draw upon it without danger of feedback. All power generators may be used to recharge any active-matrix energy storage device. It should be noted that larger types exist, doubling in cost, output and maintenance requirements for every full rating level. These units are essentially immobile (though on occasion they are mounted on ships or vehicles). Conversely, smaller units exist, halving cost, output and maintenance requirements for every full rating level, but with increasingly less efficiency. It should be noted that while the generator itself may be smaller, the power source (fuel or renewable) does not shrink as much.
  • Most of the portable generators found within Deus Ex: Human Revolution seem to be provided by another company, Tao Shen Tech. It is rare to find one that is manufactured by Bobson Synthetics Group. The reason for this is supposition, but a logical conclusion can be reached from the evidence provided in game. Tao Shen Tech might be the leading the market in generators because their prices beat competition like Bobson Synthetics Group. When taking into account the high-tech power solutions that BSG provides (i.e. LINA Cells, DPF Capsules) it could be safe to assume that their products are all equally top-of-the-line, and therefore expensive. This is further evidenced by the existence of most BSG portable generators existing in Panchaea, posssibly one of the most well-funded and advanced facilities in the world.
  • Power generators are large human structures that serve as external power supplies for other facilities. Power generators were employed by the United Earth Directorate to power a missile turret blockade on space platforms above Braxis. They were destroyed by protoss under Praetor Artanis. Power generators were also used to power the psi disrupter on Braxis. They were only lightly-defended and located a considerable distance from the disrupter. They were destroyed by Raynor's Raiders, cutting the disrupter's power.
  • Temporary Power Generators can be found throughout both games in Left 4 Dead and Left 4 Dead 2. They are diesel generators of a standard industrial design. They are frequently encountered throughout both games and provide the basis for survivor task-roles in the Crash Course, The Passing and The Sacrifice campaigns. The general principle is that this equipment has been brought in by CEDA to supply electric current either to augment the power grid or to replace it when mains electricity has failed. These generators deliver power to floodlights, workshop equipment and operationally important infrastructure such as the river bridge at Rayford.
  • Built by: Owner: Capacity: Top speed: Height: Materials used: First appearance: Other appearances: Rolf's Power Generator was only shown in "Boom Boom Out Goes the Ed." It is a heavy, but somewhat portable electric generator. When the power went out in the Cul-de-Sac, Rolf enlists Kevin to jump-start the power again. The generator, unlike a modern one, isn't gas-powered: it has a treadmill instead. When a person, like Kevin or an animal runs on the treadmill, electricity is produced. There is a meter which tells how much electricity is being produced by the person/animal, it goes from 'Baby' to 'Womanly' and finally 'Good Enough.' Kevin however, was unable to get it past baby. The generator was brought down to the sewers so Rolf's Nana wouldn't be disturbed by it. However when the kids flushed their toilets in unison to get rid of 'Mole Mutants', which Ed made them believe thrived in the sewers, a giant wave was formed which probably washed away and destroyed the generator, never to be seen again.
is Type of