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== Space == | == Space == | ||
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various "spots". All objects that either slow down or prevent movement through are not counted towards Environment Space. The "Space" number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing. | Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various "spots". All objects that either slow down or prevent movement through are not counted towards Environment Space. The "Space" number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing. | ||
+ | |||
+ | == Flooring == | ||
+ | {{Main|Floors}} | ||
+ | Flooring replaces the natural terrain. It has an effect on beauty, growing zones, and walking speed. | ||
== Flora == | == Flora == | ||
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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. | |
− | + | # 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%. | |
− | + | # [[Surgery success chance factor]] | |
− | + | There are three light levels: ''Lit'', ''Brightly lit'', and ''Dark''. 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 (%). | |
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− | There are three light levels: '' | ||
{| 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 | ||
|} | |} | ||
+ | |||
=== 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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| 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 == | ||
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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'. | ||
− | + | '''List of naturally generated terrains''' | |
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{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Type !! Move Speed Modifier !! | + | ! Type !! Move Speed Modifier !! Fertility !! Terrain Support |
− | |- | + | |- |
− | ! | + | ! Soil |
− | | 100% || | + | | 87% || 100% || | Heavy |
− | |- | + | |- |
− | ! | + | ! Stony soil |
− | | | + | | 87% || 70% || | Heavy |
− | |- | + | |- |
− | ! | + | ! Rich soil |
− | | | + | | 87% || 140% || | Heavy |
− | |- | + | |- |
− | ! | + | ! Mud |
− | | | + | | 52% || 0% || None |
− | |- | + | |- |
− | ! | + | ! Sand |
− | | 52% || 0% || | + | | 76% || 10% || Heavy |
− | |- | + | |- |
+ | ! Soft sand | ||
+ | | 52% ||0% || Light | ||
+ | |- | ||
! Lichen-covered soil | ! Lichen-covered soil | ||
| 81% || 100% || Heavy | | 81% || 100% || Heavy | ||
− | |- | + | |- |
! Marsh | ! Marsh | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
+ | ! [[Rough stone]] | ||
+ | | 87% || 0% || Heavy | ||
+ | |- | ||
+ | ! [[Rough-hewn stone]] | ||
+ | | 87% || 0% || Heavy | ||
+ | |- | ||
! Marshy soil | ! Marshy soil | ||
| 46% || 100% || Light | | 46% || 100% || Light | ||
− | |- | + | |- |
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! Shallow ocean water | ! Shallow ocean water | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
+ | ! Deep ocean water | ||
+ | | 0% || 0% || None | ||
+ | |- | ||
+ | ! [[Shallow_water|Shallow water]] | ||
+ | | 30% || 0% || None | ||
+ | |- | ||
! Shallow moving water | ! Shallow moving water | ||
| 30% || 0% || None | | 30% || 0% || None | ||
− | |- | + | |- |
− | ! | + | ! Ice |
− | | | + | | 52% || 0% || Heavy |
− | |- | + | |- |
− | ! | + | ! Deep water |
− | | | + | | 0% || 0% || None |
− | |- | + | |- |
− | ! | + | ! Chest-deep moving water |
− | | | + | | 22% || 0% || None |
− | |- | + | |- |
− | ! | + | ! Broken asphalt |
− | | | + | | 100% || 0% || Heavy |
+ | |- | ||
+ | ! Packed dirt | ||
+ | | 100% || 0% || Heavy | ||
|} | |} | ||
+ | <br/> | ||
+ | <references/> | ||
+ | === Types of Flooring === | ||
+ | There are several different types of flooring available, with each requiring specific resources to construct each tile. | ||
− | === Steam geyser === | + | ===Steam geyser=== |
{{stub|section=1|reason=Specific numbers on heat needed}} | {{stub|section=1|reason=Specific numbers on heat needed}} | ||
[[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. | ||
− | + | 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 == | ||
− | + | 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. | |
− | |||
− | 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]] | ||
{| 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 |
− | + | |0 - 100°C | |
− | | 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 |
− | + | | -270 to -0.5°C | |
− | | 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 |
− | + | | -270 to -0.5°C | |
− | | 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/> | ||
− | + | == Version History== | |
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− | == Version | ||
* [[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%. |
− | + | [[Category:Environment]] | |
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− | [[Category: |