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== Light ==
 
== Light ==
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}
+
{{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 - Most plants have light requirements to grow.
+
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.
:*  0% only: {{DLC Icons|Nutrifungus}}
 
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = , }}
 
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = , }}
 
:* 50%+: ''All other plants''
 
 
* 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 affects:
+
* 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 [[move 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. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.
+
:* 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%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.
+
:* 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:  
  
<div><li style="display: inline-table;">
+
{| class="wikitable sortable"
{| {{STDT| sortable c_11 text-center}}
 
! Name !! <abbr title="The furthest away a tile can be before it falls below 30% light">Light Radius</abbr>
 
 
|-
 
|-
{{#ask: [[Light Radius::+]]
+
! Name !! data-sort-type="number" | Radius Lit >=30%
  | format = template
+
|-
  | template = Ask Table Formatter
+
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles
  | ?Light Radius
+
|-
  | sort = From DLC, Name
+
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles
  | link = none
+
|-
}}
+
| [[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
 
|}
 
|}
</li><div>
+
 
 +
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 ===
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.
+
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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|}
 
|}
  
==== Plant growth time table ====
+
==== Daylight Math Details ====
{| class="wikitable"
+
While somewhat dense, the following is a simplification of the procedure by which the game evaluates daylight. Generally the preceding table containing data generated in this way can be used instead.
|-
+
 
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11
+
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.
|-
 
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0
 
|-
 
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0
 
|-
 
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1
 
|-
 
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1
 
|-
 
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3
 
|-
 
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2
 
|-
 
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1
 
|-
 
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0
 
|-
 
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9
 
|-
 
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9
 
|-
 
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0
 
|-
 
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7
 
|-
 
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24
 
|}
 
  
==== Daylight math details ====
 
{{Rewrite|section=1|reason=Completely inscrutable to most readers. }}
 
 
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]
 
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]
The following is a simplified explanation of the procedure by which the game determines the light intensity supplied by the sun at a given latitude, day of the year, and time of day.
 
  
# The latitude normal vector <code>N</code> can be calculated as the vector <code>{cos(''latitude''), sin(''latitude''), 0}</code>. Note that this is always orthogonal to the Z-axis (the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value. 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>.
+
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>
# The latitude fraction equals <code>0.2</code> below latitude <code>70</code>, <code>1.5</code> above latitude <code>75</code>, and is linearly interpolated between.
+
 
# The unmodified sun position vector <code>P</code> is the vector <code>{cos((''day_percent'' - 0.5) &times; 360°), -cos(''day_of_year''/60 &times; 360°) &times; ''latitude_fraction'', sin((''day_percent'' - 0.5) &times; 360°)}</code>.
+
To calculate the sun position vector <code>P</code>, normalize the vector <code>{cos((''day_percent'' - 0.5) &times; 360°), -cos(''day_of_year''/60 &times; 360°) &times; latitude_fraction(''latitude''), sin((''day_percent'' - 0.5) &times; 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.
# [[wikipedia:Unit vector|Normalize]] the unmodified sun position vector <code>P</code>.
 
# Rotate the normalized sun position vector <code>P</code> an amount towards latitude normal vector <code>N</code> based on the graph on the right, but not passing it (if applicable).
 
# The unmodified daylight intensity is equal to the [[wikipedia:Dot product|dot product]] of the latitude normal vector <code>N</code> and sun position vector <code>P</code> (both should have magnitude <code>1.0</code>).
 
# The final daylight intensity scales based on the unmodified daylight intensity, with <code>0.0</code> to <code>0.7</code> linearly corresponding with 0% to 100% light intensity and <code>0.7</code> to <code>1.0</code> being clamped at 100% light intensity.
 
  
 
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).
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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.
 
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}
 
  
 
== Temperature ==
 
== Temperature ==
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=== Naturally generated surfaces ===
 
=== Naturally generated surfaces ===
{{stub|section=1|reason=1) Other stats. Filth masks, proper terrain affordance, driesTo, extinguishesFire, beauty, cleanliness, deterioration, special attacks, traversedThought, perceived path costs vs path costs. Note: Several can be put under a "misc" column rather than an individual one 2) Anomaly terrains - Flesh and Gray surface}}
+
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}
 
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
! Type !! Move Speed Modifier !! [[Plants#Fertility|Fertility]] !! Terrain Support
+
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support
|- id="Broken asphalt"
+
|-
 
! Broken asphalt
 
! Broken asphalt
 
| 100% || 0% || Heavy
 
| 100% || 0% || Heavy
|- id="Chest-deep moving water"
+
|-
 
! Chest-deep moving water
 
! Chest-deep moving water
 
| 22% || 0% || None
 
| 22% || 0% || None
|- id="Deep ocean water"
+
|-
 
! Deep ocean water
 
! Deep ocean water
 
| 0% || 0% || None
 
| 0% || 0% || None
|- id="Deep water"
+
|-
 
! Deep water
 
! Deep water
 
| 0% || 0% || None
 
| 0% || 0% || None
|- id="Ice"
+
|-
 
! Ice
 
! Ice
 
| 52% || 0% || Heavy
 
| 52% || 0% || Heavy
|- id="Lichen-covered soil"
+
|-
 
! Lichen-covered soil
 
! Lichen-covered soil
 
| 81% || 100% || Heavy
 
| 81% || 100% || Heavy
|- id="Marsh"
+
|-
 
! Marsh
 
! Marsh
 
| 30% || 0% || None
 
| 30% || 0% || None
|- id="Marshy soil"
+
|-
 
! Marshy soil
 
! Marshy soil
 
| 46% || 100% || Light
 
| 46% || 100% || Light
|- id="Mud"
+
|-
 
! Mud
 
! Mud
 
| 52% || 0% || None
 
| 52% || 0% || None
|- id="Packed dirt"
+
|-
 
! Packed dirt
 
! Packed dirt
 
| 100% || 0% || Heavy
 
| 100% || 0% || Heavy
|- id="Rich soil"
+
|-
 
! Rich soil
 
! Rich soil
 
| 87% || 140% || Heavy
 
| 87% || 140% || Heavy
|- id="Rough stone"
+
|-
 
! [[Rough stone]]
 
! [[Rough stone]]
 
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy
 
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy
|- id="Rough-hewn stone"
+
|-
 
! [[Rough-hewn stone]]
 
! [[Rough-hewn stone]]
 
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy
 
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy
|- id="Sand"
+
|-
 
! Sand
 
! Sand
 
| 76% || 10% || Heavy
 
| 76% || 10% || Heavy
|- id="Shallow ocean water"
+
|-
 
! Shallow ocean water
 
! Shallow ocean water
 
| 30% || 0% || None
 
| 30% || 0% || None
|- id="Shallow moving water"
+
|-
 
! Shallow moving water
 
! Shallow moving water
 
| 30% || 0% || None
 
| 30% || 0% || None
|- id="Shallow water"
+
|-
 
! Shallow water
 
! Shallow water
 
| 30% || 0% || None
 
| 30% || 0% || None
|- id="Soft sand"
+
|-
 
! Soft sand
 
! Soft sand
 
| 52% || 0% || Light
 
| 52% || 0% || Light
|- id="Soil"
+
|-
 
! Soil
 
! Soil
 
| 87% || 100% || Heavy
 
| 87% || 100% || Heavy
|- id="Stony soil"
+
|-
 
! 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. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.
+
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. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here}}
+
{{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]] {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed.  
+
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>
! [[Weapons#Accuracy|Accuracy modifier]]
+
!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 thunder and flashstorms, 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 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]].
Line 405: Line 377:
 
* [[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 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -> 22. Sand fertility 6% -> 10%.
+
* Beta 19/ 1.0 - Sand fertility 6% -> 10%.
* [[Version/1.1.0]] - Fix: Wind turbines register no wind during windy storm.
 
 
 
 
 
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

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