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== Light == | == Light == | ||
− | + | {{For|the standard furniture item|standing lamp}} | |
− | {{For|the furniture item|standing lamp}} | ||
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially. | Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially. | ||
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Light's importance lies in the following effects: | Light's importance lies in the following effects: | ||
− | * Plant growth - | + | * Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%. |
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* Power - Solar generators only produce power when naturally lit. | * Power - Solar generators only produce power when naturally lit. | ||
− | * Colonists want 30% light or better. This | + | * Colonists want 30% light or better. This effects... |
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping. | :* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping. | ||
− | :* Colonists' movement speed - Colonists in darkness will have a reduced | + | :* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. |
− | :* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. | + | :* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. |
+ | :* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more. | ||
* [[Surgery success chance factor]] is optimized at 50% light or better. | * [[Surgery success chance factor]] is optimized at 50% light or better. | ||
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=== Artificial light sources === | === Artificial light sources === | ||
− | Light in roofed areas is provided by the following appliances: | + | Light in roofed areas is provided by the following appliances: |
− | + | {| class="wikitable sortable" | |
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|- | |- | ||
− | {{ | + | ! Name !! data-sort-type="number" | Radius Lit >=30% |
− | + | |- | |
− | + | | [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles | |
− | + | |- | |
− | + | | [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles | |
− | + | |- | |
− | }} | + | | [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles |
+ | |- | ||
+ | | [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles | ||
+ | |- | ||
+ | | [[Campfire]] || {{Q|Campfire|Light Radius}} tiles | ||
+ | |- | ||
+ | | [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles | ||
+ | |- | ||
+ | | [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles | ||
+ | |- | ||
+ | | [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles | ||
+ | |- | ||
+ | | [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles | ||
+ | |- | ||
+ | | [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles | ||
|} | |} | ||
− | + | ||
+ | Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]]. | ||
=== Daylight timing and latitude === | === Daylight timing and latitude === | ||
− | + | The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt. | |
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime. | This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime. | ||
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|} | |} | ||
− | ==== | + | ==== Daylight Math ==== |
− | + | Where <code>N</code> is the normal vector at the latitude and <code>P</code> is the sun position vector (both of magnitude <code>1.0</code>), the daylight percentage is based on the scalar product of the two, with a linear relationship between <code>0.0</code> and <code>0.7</code> (corresponding to 0% and 100% daylight) with <code>0.7</code> to <code>1.0</code> being clamped to 100% daylight. | |
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− | + | [[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]] | |
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− | + | The latitude normal vector <code>N</code> is always orthogonal to the Z-axis (note that the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value, meaning its possible values form a semicircle along the Y-axis. This means it can be represented as <code>{cos(''latitude''), sin(''latitude''), 0}</code>. For example, the latitude normal vector at the equator would be <code>{1, 0, 0}</code> while at 45° N it would be <code>{0.707, 0.707, 0}</code> | |
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− | + | To calculate the sun position vector <code>P</code>, normalize the vector <code>{sin(''day_percent'' × 360°), -cos(''day_of_year''/60 × 360°) × latitude_fraction(''latitude''), cos(''day_percent'' × 360°)}</code> then rotate it an amount towards the latitude normal vector based on the graph on the right, but not passing it (if applicable). The function <code>latitude_fraction(''latitude'')</code> equals <code>0.2</code> below latitude <code>70</code>, <code>1.5</code> above latitude <code>75</code>, and is linearly interpolated between. | |
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Interestingly, while some effects are applied differently above latitude <code>70</code> (70° N), these do not seem to apply below <code>-70</code> (70° S). | Interestingly, while some effects are applied differently above latitude <code>70</code> (70° N), these do not seem to apply below <code>-70</code> (70° S). | ||
<!-- Based on <code>Assembly-CSharp/RimWorld/GenCelestial</code> --> | <!-- Based on <code>Assembly-CSharp/RimWorld/GenCelestial</code> --> | ||
− | |||
== Openness == | == Openness == | ||
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* Indoors - completely enclosed structure, completely roofed. | * Indoors - completely enclosed structure, completely roofed. | ||
* Unroofed - completely enclosed structure, but with one or more unroofed tiles. | * Unroofed - completely enclosed structure, but with one or more unroofed tiles. | ||
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== Temperature == | == Temperature == | ||
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=== Naturally generated surfaces === | === Naturally generated surfaces === | ||
− | + | {{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}} | |
− | {{For|the | ||
{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Type !! Move Speed Modifier !! [[ | + | ! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support |
− | |- | + | |- |
! Broken asphalt | ! Broken asphalt | ||
| 100% || 0% || Heavy | | 100% || 0% || Heavy | ||
− | |- | + | |- |
! Chest-deep moving water | ! Chest-deep moving water | ||
| 22% || 0% || None | | 22% || 0% || None | ||
− | |- | + | |- |
! Deep ocean water | ! Deep ocean water | ||
| 0% || 0% || None | | 0% || 0% || None | ||
− | |- | + | |- |
! Deep water | ! Deep water | ||
| 0% || 0% || None | | 0% || 0% || None | ||
− | |- | + | |- |
! Ice | ! Ice | ||
| 52% || 0% || Heavy | | 52% || 0% || Heavy | ||
− | |- | + | |- |
! Lichen-covered soil | ! Lichen-covered soil | ||
| 81% || 100% || Heavy | | 81% || 100% || Heavy | ||
− | |- | + | |- |
! Marsh | ! Marsh | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
! Marshy soil | ! Marshy soil | ||
| 46% || 100% || Light | | 46% || 100% || Light | ||
− | |- | + | |- |
! Mud | ! Mud | ||
| 52% || 0% || None | | 52% || 0% || None | ||
− | |- | + | |- |
! Packed dirt | ! Packed dirt | ||
| 100% || 0% || Heavy | | 100% || 0% || Heavy | ||
− | |- | + | |- |
! Rich soil | ! Rich soil | ||
| 87% || 140% || Heavy | | 87% || 140% || Heavy | ||
− | |- | + | |- |
! [[Rough stone]] | ! [[Rough stone]] | ||
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy | | {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy | ||
− | |- | + | |- |
! [[Rough-hewn stone]] | ! [[Rough-hewn stone]] | ||
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy | | {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy | ||
− | |- | + | |- |
! Sand | ! Sand | ||
| 76% || 10% || Heavy | | 76% || 10% || Heavy | ||
− | |- | + | |- |
! Shallow ocean water | ! Shallow ocean water | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
! Shallow moving water | ! Shallow moving water | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
! Shallow water | ! Shallow water | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
! Soft sand | ! Soft sand | ||
| 52% || 0% || Light | | 52% || 0% || Light | ||
− | |- | + | |- |
! Soil | ! Soil | ||
| 87% || 100% || Heavy | | 87% || 100% || Heavy | ||
− | |- | + | |- |
! Stony soil | ! Stony soil | ||
| 87% || 70% || Heavy | | 87% || 70% || Heavy | ||
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[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. | [[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. | ||
− | The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. | + | The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. |
− | Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in | + | Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. |
== Weather == | == Weather == | ||
− | {{stub|section=1|reason=Exact details of how large fires on the map cause rain needed | + | {{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}} |
<!--When a number of fires are detected on a map, the "firewatcher" process will increment progress to rainy weather. Exact mechanics are unknown --> | <!--When a number of fires are detected on a map, the "firewatcher" process will increment progress to rainy weather. Exact mechanics are unknown --> | ||
− | Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|"weather controller" condition causer]] | + | Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|"weather controller" condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. |
{| class = "wikitable sortable" | {| class = "wikitable sortable" | ||
|+ style = "text-align: left; font-size:120%;" | Weather types | |+ style = "text-align: left; font-size:120%;" | Weather types | ||
|- | |- | ||
− | ! Label | + | !Label |
− | ! Time of year | + | !Time of year |
− | ! Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref> | + | !Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref> |
− | ! | + | !Accuracy modifier |
− | ! Movement speed modifier | + | !Movement speed modifier |
− | ! Wind speed | + | !Wind speed |
− | ! Wind speed modifier | + | !Wind speed modifier |
− | ! Can put out fires | + | !Can put out fires |
− | ! Snowing rate | + | !Snowing rate |
− | ! Notes | + | !Notes |
|- | |- | ||
− | | Clear | + | |Clear |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | 100% | + | |100% |
− | | 100% | + | |100% |
− | | None to Moderate | + | |None to Moderate |
− | | 100% | + | |100% |
− | | No | + | |No |
− | | None | + | |None |
− | | | + | | |
|- | |- | ||
− | | Fog | + | |Fog |
− | | Any | + | |Any |
|Any | |Any | ||
− | | 50% | + | |50% |
− | | 100% | + | |100% |
− | | None to Calm | + | |None to Calm |
− | | 50% | + | |50% |
− | | No | + | |No |
− | | None | + | |None |
− | | Can accompany rain to create Foggy Rain | + | |Can accompany rain to create Foggy Rain |
|- | |- | ||
− | | Rain | + | |Rain |
− | | Any | + | |Any |
| {{Temperature|0|100}} | | {{Temperature|0|100}} | ||
− | | 80% | + | |80% |
− | | 90% | + | |90% |
− | | Calm to Moderate | + | |Calm to Moderate |
− | | 80% | + | |80% |
− | | Yes | + | |Yes |
− | | None | + | |None |
− | | Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit. | + | |Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit. |
|- | |- | ||
− | | Dry Thunderstorm | + | |Dry Thunderstorm |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | 100% | + | |100% |
− | | 100% | + | |100% |
− | | Moderate to Extreme | + | |Moderate to Extreme |
− | | 150% | + | |150% |
− | | No | + | |No |
− | | None | + | |None |
− | | [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat. | + | |[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat. |
|- | |- | ||
− | | Rainy Thunderstorm | + | |Rainy Thunderstorm |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | 80% | + | |80% |
− | | 80% | + | |80% |
− | | Moderate to Extreme | + | |Moderate to Extreme |
− | | 150% | + | |150% |
− | | Yes | + | |Yes |
− | | None | + | |None |
| | | | ||
|- | |- | ||
− | | Foggy rain | + | |Foggy rain |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | 50% | + | |50% |
− | | 90% | + | |90% |
− | | None to Calm | + | |None to Calm |
− | | 150% | + | |150% |
− | | Yes | + | |Yes |
− | | None | + | |None |
| | | | ||
|- | |- | ||
− | | Hard snow | + | |Hard snow |
− | | Mainly Winter | + | |Mainly Winter |
| {{Temperature|-270|-0.5}} | | {{Temperature|-270|-0.5}} | ||
− | | 80% | + | |80% |
− | | 80% | + | |80% |
− | | None to Moderate | + | |None to Moderate |
− | | 150% | + | |150% |
− | | Yes | + | |Yes |
− | | 120% | + | |120% |
− | | Weather event that can distribute [[Snow]] onto the terrain. | + | |Weather event that can distribute [[Snow]] onto the terrain. |
|- | |- | ||
− | | Soft snow | + | |Soft snow |
− | | Mainly Winter | + | |Mainly Winter |
| {{Temperature|-270|-0.5}} | | {{Temperature|-270|-0.5}} | ||
− | | 80% | + | |80% |
− | | 100% | + | |100% |
− | | None to Moderate | + | |None to Moderate |
− | | 150% | + | |150% |
− | | Yes | + | |Yes |
− | | 80% | + | |80% |
− | | Weather event that can distribute [[Snow]] onto the terrain. | + | |Weather event that can distribute [[Snow]] onto the terrain. |
|- | |- | ||
|[[Events#Flashstorm|Flashstorm]] | |[[Events#Flashstorm|Flashstorm]] | ||
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | 100% | + | |100% |
− | | 100% | + | |100% |
− | | None to moderate | + | |None to moderate |
− | | 100% | + | |100% |
− | | No | + | |No |
− | | None | + | |None |
− | | An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time. | + | |An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time. |
|} | |} | ||
<references/> | <references/> | ||
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== Lightning == | == Lightning == | ||
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]] | [[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]] | ||
− | '''Lightning''' is created either naturally through | + | '''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]]. |
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]]. | Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]]. | ||
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* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target | * [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target | ||
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches. | * [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches. | ||
− | * Beta 19/ 1.0 - | + | * Beta 19/ 1.0 - Sand fertility 6% -> 10%. |
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[[Category:RimWorld game]] | [[Category:RimWorld game]] |