Engine Room

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## View Structure Health

The **Engine Room** is a bunker modification that is built in Tier 2 or Tier 3 Bunker rooms. When fueled with Diesel it produces power which can be distributed to other bunkers through bunker pipes. It does not accept any other type of fuel.

## 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 Fuel 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 maintains their daytime 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).

## Construction

Engine Rooms can be constructed on Tier 2 and Tier 3 square Bunkers.

Constructing an engine Room on a Tier 2 Bunker has no requirements. However, upgrading to tier 3 requires the Engine Room to be connected to a Bunker Base either through trenches or other bunker pieces, and that base must have the "Concrete" Upgrade (requires 12 Infrastructure Modifications of the "Command"  type).

For Tier 3 you can upgrade a Tier 2 Engine room instead of modifying a Tier 3 Bunker. The former is cheaper overall as you only need to spend Concrete Materials once.

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

## Structure Integrity Rating

Structure Integrity refers to the overall health a bunker piece could have, depending on what pieces are adjacent to it. Trenches do not affect Structure Integrity, but do connect a bunker piece to its bunker base.

The Engine Room modification significantly decreases the Structural Integrity of its bunker, especially at tier 2. 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.

## 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 Structure Integrity of the bunker piece, which will leave that bunker section with less health compared to when it is not there.

## Gallery

* Tier 3 Engine Room.
* The Engine Room *adversely* affects a Bunker's integrity.