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− | + | {| style='float: right' | |
− | + | |- style='vertical-align: top' | |
− | + | |{{item infobox | |
− | '' | + | | name = [[Cooler|<span style="color:white;">Cooler</span>]] |
− | + | | image = [[File:Cooler.png|The cooler]] | |
− | + | | type = Architect | |
− | + | | type2 = Temperature | |
− | + | | placeable = yes | |
− | + | | tooltip = An electrical device that fits and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer. | |
− | + | | width = 1 | |
− | + | | height = 1 | |
− | + | | hp = 100 | |
− | + | | power = 200 | |
− | + | }} | |
− | + | |{{item infobox | |
− | + | | name = [[Heater|<span style="color:white;">Heater</span>]] | |
− | + | | image = [[File:Heater.png|The heater]] | |
− | + | | type = Architect | |
− | + | | type2 = Temperature | |
− | + | | placeable = yes | |
− | + | | tooltip = An electrical device that turns electricity into heat. It can automatically turn itself on and off to reach a target temperature. | |
− | + | | width = 1 | |
− | + | | height = 1 | |
− | + | | hp = 100 | |
− | + | | power = 100 | |
− | + | }} | |
− | + | |- valign="top" | |
− | + | |{{item infobox | |
− | + | | name = Campfire | |
− | + | | image = [[File:Campfire.png|Campfire]] | |
− | + | | type = Architect | |
− | + | | type2 = Temperature | |
− | + | | placeable = yes | |
− | + | | tooltip = A temporary heat source which burns for a few days. It may be used to cook simple meals anywhere, but as with all heat sources, it must be placed indoors so it has a closed space to heat. | |
− | + | | width = 1 | |
− | + | | height = 1 | |
− | + | | hp = 80 | |
− | + | }} | |
− | + | |{{item infobox | |
− | + | | name = [[Vent|<span style="color:white;">Vent</span>]] | |
− | + | | image = [[File:vent.png|Vent]] | |
− | = | + | | type = Architect |
− | + | | type2 = Temperature | |
− | + | | placeable = yes | |
− | + | | tooltip = A simple vent for equalizing the temperature between two rooms without allowing people to walk between them. | |
− | + | | width = 1 | |
− | + | | height = 1 | |
− | + | | hp = 100 | |
− | + | }} | |
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+ | '''Temperature''' can control and dictate every action of a colony. In many [[Biomes|biomes]] temperature can reach some extreme highs and lows. Temperature also plays a major role and is affected by many things in [[World generation|world generation]]. The temperature in the outdoors stay fairly consistent and and can easily be the output for any [[Cooler|cooler]]. Temperature can be controlled and even used as a weapon for any player with adequate power to burn in a raid. | ||
− | + | Temperature equalizes through roof and walls. Unroofed areas always have the same temperature, even if only one tile is unroofed. Double-walls slow temperature equalization. | |
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− | + | == Management == | |
− | + | Temperature can be a problematic thing in some places. It can, however, be managed quite simply, if you have the power. There following structures are used to manage temperature: | |
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− | === | + | === [[Cooler|Cooler]] === |
− | [[ | + | The cooler is used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In the desert or rainforest it is a necessity for any base. |
− | The | + | A cooler (in theory) is able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. |
+ | Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square. | ||
+ | So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler. | ||
− | A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty | + | === [[Heater]] === |
+ | The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 10 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base. | ||
+ | A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticable in extremely cold or hot environments. | ||
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square. | Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square. | ||
− | So a room with 50 squares and an outside temperature of | + | So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater. |
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− | === | + | === [[Vent]] === |
− | [[ | ||
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{{#show: Vent | ?note }} | {{#show: Vent | ?note }} | ||
− | + | A vent will work best, if the rooms size which has the desired temperature is somewhere near the total free area of the room(s) that are connected to it by vents. | |
+ | Trying to cool multiple rooms by just a very small climatized corridor area for example, will cause the sleeping rooms to not equalize properly to the climatized small room. | ||
+ | Also, chaining rooms with vents will cause each subsequent room to have a slightly higher/lower temperature than the room before. So the best results can be achieved by connecting each room directly with the climatized room. (e.g.: Always build vents for sleeping rooms at the wall that adjoins the climatized room) | ||
− | === | + | === [[Campfire]] === |
− | [[ | + | {{#show: Campfire | ?note }} |
− | + | A campfire provides the same amount of heat than an electrical heater. | |
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− | + | === Propped Doors === | |
− | + | Some structures, like the Geothermal Power Plant, produce heat on their own. By attaching a room with this building to another and controlling the airflow by having colonists prop open the doors, you can implement a cheaper heating solution for rooms like hydroponic farms that need heat to grow in winter. This will cut down on your electricity consumption and the entropy of the universe. | |
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− | ' | + | == Extreme Temperature Effects == |
− | + | Temperatures below a pawn's [[Minimum_Comfortable_Temperature|minimum comfortable temperature]] or above their [[Maximum_Comfortable_Temperature|maximum comfortable temperature]] will cause them discomfort with mood debuffs and in extreme cases can cause death. | |
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− | + | Ailments include: | |
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− | + | [[Injury#Heatstroke|Heatstroke]] - caused by prolonged exposure to extreme heat. | |
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− | + | [[Injury#Hypothermia|Hypothermia]] - caused by prolonged exposure to extreme cold. | |
− | + | [[Injury#Frostbite|Frostbite]] - injury to extremities caused by prolonged exposure to extreme cold. | |
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− | {{ | + | {{nav|temperature}} |
− |