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{{infobox main|building|
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{{infobox main|temperature|
 
| name = Heater
 
| name = Heater
 
| image = Heater.png
 
| 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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| type = Temperature
| type = Building
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| placeable = Yes
| type2 = Temperature
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| size = 1||1
| placeable = true
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| description = An electrical device that turns electricity into heat. It can automatically turn itself on and off to reach a specific target temperature.
| path cost = 30
 
| passability = pass through only
 
| blockswind = true
 
| cover = 0.4
 
| minifiable = true
 
| size = 1 ˣ 1
 
| mass base = 6
 
| flammability = 0.5
 
 
| hp = 100
 
| hp = 100
| sell price multiplier = 0.7
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| flammability = 1
| heatpersecond = 21
 
 
| power = -175
 
| power = -175
| glowradius = 3
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| buy = {{icon|steel|65}}+{{icon|component|1}}
| glowcolor = (255, 150, 100)
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| mass base = 6
| terrain affordance = light
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| cover = 0.4
| research = Electricity
 
| thingCategories = BuildingsTemperature
 
| skill 1 = Construction
 
| skill 1 level = 5
 
| work to make = 1000
 
| resource 1 = Steel
 
| resource 1 amount = 50
 
| resource 2 = Component
 
| 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. This effect can maintain happy colonists during cold outdoor temperatures by preventing negative mood debuffs like [[Thoughts#Slept_in_the_cold|Slept in the Cold]] or ailments such as [[Injury#Hypothermia|Hypothermia]]/[[Injury#Frostbite|Frostbite]] while indoors.  It requires [[power]] to operate.
  
==Acquisition==
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The heater is necessary in any [[biomes|biome]] with temperatures that can drop below far below 20ºC/70ºF (room temperature).}}
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}}}}.
 
  
==Summary==
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== Placement ==
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 use [[power]] and takes the place of a [[floor]] tile. If powered and the room is enclosed with at least 75% of the roof complete, it will begin to heat the room.
  
Heaters have two states of power consumption: high and low.  
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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 the center of the same room.
*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.
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== Performance ==
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If the areas surrounding a room are colder than the current temperature inside that room, heat will escape the room. As a result, the overall area of the room as well as the number of heaters affects how easy or difficult it is to cool a room.  A single heater has a maximum efficiency (or output) and may not be able to reach the target temperature of its thermostat if the room is too cold or too large.  In these situations, building multiple heaters is helpful, but it consumes more power.
  
In addition to providing heat, the heater will illuminate each tile surrounding it with ~50% light level (Lit), dropping to <10% light level (Dark) at two tiles.
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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 thermostat setting.  Once the goal temperature is reached, the heater will transition to its low power state where it only uses 18W.  However, if the exterior of the room is colder, the instant the goal temperature is reached, heat will escape the room, the heater senses this and returns to the high power state (there is a time buffer to this effect to avoid a flickering between high and low power states).  This low power state can be exploited to save power when using multiple heaters to heat a large room.  Consider stepping up each heater one degree above each other for this room.  That way, only one or two heaters will be active in their high power state maintaining the temperature of the room, while the others remain in their low power states, only to be used during times of colder temperatures, such as nighttime or [[Events#Cold_Snap|cold snaps]].
  
==Analysis==
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In addition to providing heat, the heater will illuminate a each tile surrounding it with ~50% light level (Lit), dropping to <10% light level (Dark) at two tiles.
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.
 
  
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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Simple testing reveals that with an exterior temperature of -17ºC/0ºF, a single heater with a target temperature of ~20ºC/~70ºF can maintain a room with a 9x9 exterior.  There is significant reduction in efficiency starting at rooms with 10x10 exteriors. This reduction decreases as the heaters target temperature is reduced. A single heater with a target temperature of ~10ºC/~52ºF can maintain a room with an 11x11 exterior.
  
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.
 
  
== Version history ==
 
*[[Version/0.8.657|0.8.657]] - Added
 
  
 
{{nav|temperature}}
 
{{nav|temperature}}
 
[[Category:Temperature]]
 
[[Category:Temperature]]

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