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{{infobox main|building|
 
{{infobox main|building|
| name = Heater
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|name = Heater
| image = Heater.png
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|image = Heater.png
| description = A device that converts electricity into heat. It can automatically turn itself on or off to reach a specific target temperature.
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|description = A device that converts electricity into heat. It can automatically turn itself on or off to reach a specific target temperature.
| type = Building
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|type = Building
| type2 = Temperature
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|type2 = Temperature
| placeable = true
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|placeable = true
| path cost = 30
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|path cost = 30
| passability = pass through only
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|passability = pass through only
| blockswind = true
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|blockswind = true
| cover = 0.4
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|cover = 0.4
| minifiable = true
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|minifiable = true
| size = 1 ˣ 1
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|size = 1 ˣ 1
| mass base = 6
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|mass base = 6
| flammability = 0.5
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|flammability = 0.5
| hp = 100
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|hp = 100
| sell price multiplier = 0.7
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|sell price multiplier = 0.7
| heatpersecond = 21
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|power = -175
| power = -175
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|glowradius = 3
| glowradius = 3
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|glowcolor = (255, 150, 100)
| glowcolor = (255, 150, 100)
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|terrain affordance = light
| terrain affordance = light
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|research = Electricity
| research = Electricity
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|thingCategories = BuildingsTemperature
| thingCategories = BuildingsTemperature
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|skill 1 = Construction
| skill 1 = Construction
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|skill 1 level = 5
| skill 1 level = 5
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|work to make = 1000
| work to make = 1000
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|resource 1 = Steel
| resource 1 = Steel
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|resource 1 amount = 50
| resource 1 amount = 50
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|resource 2 = Component
| resource 2 = Component
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|resource 2 amount = 1
| resource 2 amount = 1
 
 
}}
 
}}
{{Info|The '''heater''' is a device that can be used to raise the [[temperature]] in a room.}}
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{{Info|The [[heater]] is a device that can be used to raise the [[temperature]] in a room.}}
  
 
==Acquisition==
 
==Acquisition==
Constructing a heater requires [[Research#Electricity|Electricity]] to be researched, which [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] start with. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}.
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Constructing a passive cooler requires [[Research#Electricity|Electricity]] to be researched, which [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] start with. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}.
  
 
==Summary==
 
==Summary==
Heaters are placed on the floor. Unlike most objects, they can't be rotated, but can be uninstalled. A [[power]]ed heater will warm up an enclosed room up to the target temperature, ignorant of placement. A heater in the corner of the room is as effective as a heater placed in the center. The heat naturally spreads throughout rooms, sped up by open [[door]]s or [[vent]]s. One heater can only warm so much, and factors like room size may make the target unreachable - see [[Temperature]] for more details.
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Heaters are placed on the floor; unlike most objects, they can't be rotated. If hooked with sufficent [[power]], a heater will start heating the room it's in to the target temperature. Rooms won't change temperature unless they are enclosed and have a mostly complete roof. Heaters require no specific placement within the room: a heater in the corner of a room will heat the space as efficiently as a heater in its center. Heat will naturally spread throughout rooms, sped up by [[vent]]s. One heater can only warm so much, and factors like room size may make the target unreachable - see [[Temperature]] for more details.
  
Heaters have two states of power consumption: high and low.  
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Heaters have two states of power consumption: low and high. A heater that is actively heating a room will consume 175W (high power), regardless of the thermostat setting. Once the goal temperature is reached, the heater will transition to its low power state where it only uses 18W. If the room's surroundings are colder, then the room will constantly be spreading heat (and low power mode won't be sustained). If you have multiple heaters in a room, you can exploit this by having each one be 1 degree higher than the last - one will actively heat the room, while the others will be in low power state.
*A heater that is actively heating consumes 175W (high power).
 
*If the target temperature is reached, a heater consumes 17 W (low power).
 
As heat constantly spreads to colder surroundings, heaters often remain at high power. If you have multiple heaters in a room, you can exploit this by having each one be 1 degree higher than the last - one will actively heat the room, while the others will be in low power state.
 
  
 
Heaters can theoretically warm up to 1800 degrees, total - 1 tile by 1800 degrees, 50 tiles by 36 degrees - but this is before considering heat leakage. Simple testing reveals that with an exterior temperature of {{Temperature|-17}}, a single heater with a target temperature of about {{Temperature|20}} can maintain a room with a 9x9 exterior.  A single heater with a target temperature of {{Temperature|10}} can maintain a room with an 11x11 exterior.
 
Heaters can theoretically warm up to 1800 degrees, total - 1 tile by 1800 degrees, 50 tiles by 36 degrees - but this is before considering heat leakage. Simple testing reveals that with an exterior temperature of {{Temperature|-17}}, a single heater with a target temperature of about {{Temperature|20}} can maintain a room with a 9x9 exterior.  A single heater with a target temperature of {{Temperature|10}} can maintain a room with an 11x11 exterior.
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==Analysis==
 
==Analysis==
Heaters are very helpful in cold biomes, and useful in temperate biomes during winter or a [[cold snap]]. If a pawn is too far below their [[Minimum Comfortable Temperature]], they are vulnerable to the potentially lethal [[Injury#Hypothermia|Hypothermia]] and [[Injury#Frostbite|Frostbite]], and receive the [[Mood#Cold|''Cold'']] negative [[mood]]let. Warm [[clothing]] like [[parka]]s instead increase the comfortable temperature range, but clothes must be fitted for every pawn. A colonist sleeping under {{Temperature|16}} gives them the -4 [[Mood#Slept_in_the_cold|''Slept in the cold'']] moodlet, regardless of warm clothing.
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Heaters are very helpful in cold biomes, and useful in temperate biomes during winter or a [[cold snap]]. If a pawn is too far below their [[Minimum Comfortable Temperature]], they are vulnerable to the potentially lethal [[Injury#Hypothermia|Hypothermia]] and [[Injury#Frostbite|Frostbite]], and recieve the [[Mood#Cold|''Cold'']] negative [[mood]]let. Warm [[clothing]] like [[parka]]s instead increase the comfortable temperature range, but clothes must be fitted for every pawn. A colonist sleeping under {{Temperature|6}} gives them the -4 [[Mood#Slept_in_the_cold|''Slept in the cold'']] moodlet, regardless of warm clothing.
  
Heating is necessary to grow [[crop]]s outside of their growing season. As heaters require an enclosed and [[roof]]ed room to function, a [[sun lamp]] must be used to provide light. This is the only way to grow crops in extreme [[biome]]s like an ''ice sheet''. [[Hydroponics]], combined with a heater and sun lamp, may be used to grow crops where there is no soil.
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Heating is necessary to grow [[crop]]s outside of their growing season. As heaters require an enclosed and roofed room to function, a [[sun lamp]] must be used to provide light. This is the only way to grow crops in extreme [[biome]]s like an ''ice sheet''. [[Hydroponics]], combined with a heater and sun lamp, may be used to grow crops where there is no soil.
  
If resources and/or electricity are unavailable, a [[campfire]] may be used instead. They are much less wood efficient than multiple heaters and a [[wood-fired generator]], and their temperature can't be controlled, so pawns may instead be disgruntled by the heat.
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If resources and/or electricity are unavailable, a [[campfire]] may be used instead. They are much less wood efficent than a heater and [[wood-fired generator]], and their temperature can't be controlled, so pawns may instead be disgruntled by the heat.
  
 
== Version history ==
 
== Version history ==

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