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− | + | {{UC}} | |
− | + | {{Tocright}} | |
− | | | + | '''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. |
+ | |||
+ | ==Weather== | ||
+ | Weather events occur from time to time, 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" | ||
+ | |+ style = "text-align: left; font-size:120%;" | Six main types of weather | ||
+ | |- | ||
+ | !Label | ||
+ | !Time of year | ||
+ | !Wind | ||
+ | !Effect on Accuracy | ||
+ | !Notes | ||
+ | |- | ||
+ | |Clear | ||
+ | |Any | ||
+ | |None to Moderate | ||
+ | |100% | ||
+ | | | ||
+ | |- | ||
+ | |Rain | ||
+ | |Any | ||
+ | |Calm to Moderate | ||
+ | |80% (No Fog) or 50% (With Fog) | ||
+ | |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". | ||
+ | |- | ||
+ | |Fog | ||
+ | |Any | ||
+ | |None to Calm | ||
+ | |50% | ||
+ | |Can accompany rain to create "Foggy Rain" | ||
+ | |- | ||
+ | |Thunderstorm | ||
+ | |Any | ||
+ | |Moderate to Extreme | ||
+ | |80% (Rainy) or 100% (Dry) | ||
+ | |Thunderstorms can be dry or rainy. Lightning strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat. | ||
+ | |- | ||
+ | |Snow | ||
+ | |Mainly Winter | ||
+ | |None to Moderate | ||
+ | |80% (Gentle or Hard) | ||
+ | |Snow, in most biomes, mainly falls during winter when the temperature usually falls below freezing. It is possible for snow to occur anywhere up to +2 degrees Celsius. Snow can also occur during a 'cold snap' if the temperature falls below +2 degrees Celsius | ||
+ | |- | ||
+ | |Flashstorm | ||
+ | |Any | ||
+ | |None to moderate | ||
+ | |Weather Independent | ||
+ | |Flashstorms are extreme versions of thunderstorms, usually unaccompanied by rain. They strike many times in a row, obliterating anything in their path, and igniting anything flammable. Upon their release, these storms were game-endingly powerful even on low difficulties. Recent updates have scaled them back quite a bit. | ||
|} | |} | ||
− | |||
− | |||
− | + | ==Terrain== | |
+ | Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction. | ||
+ | |||
+ | '''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water. | ||
− | + | '''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'. | |
− | == Beauty == | + | ==Openness== |
+ | 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. | ||
+ | |||
+ | Every tile on the map falls into one of three categories: | ||
+ | * Outdoors - not enclosed by any structure, even if there is a roof. | ||
+ | * Indoors - completely enclosed structure, completely roofed. | ||
+ | * Unroofed - completely enclosed structure, but with one or more unroofed tiles. | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | ==Flooring== | ||
+ | {{Main|Floors}} | ||
+ | Flooring replaces the natural terrain. It has an effect on beauty, growing zones, and walking speed. | ||
+ | |||
+ | ==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. | ||
− | == | + | ==Clearance== |
− | + | {{Main|Clearance}} | |
+ | As a colonist moves around the environment they observe the objects and free space around them to measure their clearance. | ||
− | == 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 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. | ||
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends. | Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends. | ||
− | Light's importance lies in the | + | Light's importance lies in the four elements it affects: |
− | + | # Plant growth - Plants only grow when the light level is at least 50%. | |
− | + | # 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. | |
− | + | # Cover - A pawn in darkness has a 85% modifier against ranged weapons (Shooter has a -15% penalty). | |
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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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|} | |} | ||
− | + | ===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. | |
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− | === Daylight timing and latitude === | ||
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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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|} | |} | ||
− | === | + | ===Artificial light sources=== |
− | + | Light in roofed areas is provided by the following appliances: | |
− | + | * [[standing lamp]] | |
− | + | * [[sun lamp]] (brightly lit) | |
− | + | * colored standing lamps: [[standing lamp (red)|[red]]] [[standing lamp (green)|[green]]] [[standing lamp (blue)|[blue]]] | |
− | + | Appliances that incidentally generate light are a crematorium, an electric smelter, a heater, and a campfire. | |
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− | [[Category: | + | [[Category:Environment]] |