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| {{Gameplay_Nav}} | | {{Gameplay_Nav}} | ||
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− | {{ | + | {{Tocright}} |
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+ | '''Environment''' consists of several aspects throughout the map that are largely intangible but can have a great impact on human inhabitants, wild animals, and plant life. Many of these aspects are ruled by the map's biome. | ||
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== Beauty == | == Beauty == | ||
{{Main|Beauty}} | {{Main|Beauty}} | ||
− | Terrain, flooring, objects, and plants attribute to a tile's beauty | + | Terrain, flooring, objects, and plants attribute to a tile's beauty which in turn can affect a colonist's mood. |
− | The contents of a tile have a cumulative effect on its beauty | + | The contents of a tile have a cumulative effect on its beauty, i.e. a granite chunk (beauty of -10) on a wood floor (beauty of +2) gives the tile a net beauty of -8. |
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. | Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. | ||
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== Space == | == Space == | ||
− | + | {{Main|Space}} | |
+ | As a colonist moves around the environment they observe the objects and free space around them to measure their space. | ||
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+ | == Flooring == | ||
+ | {{Main|Floors}} | ||
+ | Flooring replaces the natural terrain. It has an effect on beauty, growing zones, and walking speed. | ||
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== Flora == | == Flora == | ||
{{Main|Plants}} | {{Main|Plants}} | ||
− | Certain plants and trees have beauty, and may also provide [[cover]] to colonists. | + | Certain plants and trees have beauty, and may also provide [[Cover|cover]] to colonists. |
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== Light == | == Light == | ||
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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 - Plants only grow when the light level is at least 51%. | |
− | + | # Power - Solar generators only produce power when naturally lit. | |
− | + | # 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. | |
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− | There are three light levels: | + | There are three light levels: <em>Lit</em>, <em>Brightly lit</em>, and <em>Dark</em>. Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%). |
{| class="wikitable" style = "text-align:center; border-width=10;" width="260" | {| class="wikitable" style = "text-align:center; border-width=10;" width="260" | ||
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| style="background-color:#FFFFD8" | Brightly lit | | style="background-color:#FFFFD8" | Brightly lit | ||
|} | |} | ||
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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: |
− | + | * [[torch lamp]] | |
− | + | * [[standing lamp]] and colored varieties | |
− | + | * [[sun lamp]] (brightly lit) | |
− | + | Appliances that incidentally generate light are a crematorium, an electric smelter, a heater, and a campfire. | |
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=== 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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| 20h || Dark | | 20h || Dark | ||
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== Openness == | == Openness == | ||
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Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events. | Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events. | ||
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* 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 == | ||
{{Main|Temperature}} | {{Main|Temperature}} | ||
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures. | Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures. | ||
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== Terrain == | == Terrain == | ||
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'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'. | '''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'. | ||
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== Weather == | == Weather == | ||
− | + | 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 3000W max. | |
− | + | {| class = "wikitable" | |
− | 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 | ||
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− | {| class = "wikitable | ||
|+ 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 |
− | + | |0 - 100°C | |
− | | 80% | + | |80% |
− | | | + | |150% |
− | | 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 will turn into snow if the temperature falls below +2 degrees Celsius. 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. |
+ | [[File:Dry Thunderstorm.png|100px|right]] | ||
|- | |- | ||
− | | 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 |
− | + | | -270 - -0.5°C | |
− | | 80% | + | |80% |
− | | 80% | + | |80% |
− | | None to Moderate | + | |None to Moderate |
− | | 150% | + | |150% |
− | | Yes | + | |Yes |
− | | 120% | + | |120% |
− | | | + | | |
|- | |- | ||
− | | Soft snow | + | |Soft snow |
− | | Mainly Winter | + | |Mainly Winter |
− | + | | -270 - -0.5°C | |
− | | 80% | + | |80% |
− | | 100% | + | |100% |
− | | None to Moderate | + | |None to Moderate |
− | | 150% | + | |150% |
− | | Yes | + | |Yes |
− | | 80% | + | |80% |
− | | | + | | |
|- | |- | ||
|[[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 | + | |An extreme version of the dry thunderstorm, and an event of their own (instead than normal weather changes). They 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. |
|} | |} | ||
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<references/> | <references/> | ||
− | + | [[Category:Environment]] | |
− | [[ | ||
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