Sun blocker

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Sun blocker

Sun blocker

An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.

Base Stats

Type
BuildingMechanoid cluster
HP
1500
Flammability
0%

Building

Size
6 × 4
Placeable
False
Passability
impassable
Cover Effectiveness
75%
Blocks Wind
True
Destroy yield
Steel 60 + Component 1 + Plasteel 10 + Steel slag chunk 4

Sun blockers are mechanoid cluster and quest condition causers that block all sunlight in its area of effect.

Summary

Sun blockers block all light from the sun in a 10 world-tile radius of the map it spawns on, whether it be the player's colony or on an event map. Any maps in the area will be as dark as night all day, solar generators will not function, plants will not grow without another source of light, and effects that depend on the presence of sunlight such as UV Sensitivity genes Content added by the Biotech DLC will not trigger.

Even though most plants will die without sunlight, foraging for food during a caravan will still function as normal and plant will still spawn when settling or entering these maps for the first time. The normal day cycle also still occurs - plants will still go into their rest state, sun lamps will turn on and off, and night owls will prefer their specific schedules. Lights from auroras still appear as normal and will provide light and positive mood, and eclipses still occur and will grant ideoligions with the Eclipse: Beautiful preceptContent added by the Ideology DLC its usual moodlet.

Sun blockers will not spawn in mech clusters or as quest threats if colonist or prisoner has a ideoligionContent added by the Ideology DLC with the Darkness or Tunneler memes. Note that this does not check the Combat in Darkness precept.

Multiple sun blockers affecting a given tile has no additional effect.

Analysis

Sun blockers can be anything from a significant threat to a significant boon depending on the colony. If a colony relies extensively on power from solar generator or grazing animals for food, then destroying a sun blocker will be a priority. Usually however significant issues, such as crop losses leading to famine, take a while accrue. This makes a sun blocker one of the less urgent condition causers, and one that can be adapted to long term even without DLC content - sunlamps, torches and lamps.

Sun blockers can be very powerful when combined with the Combat in Darkness: Preferred precept Content added by the Ideology DLC, providing a massive accuracy boost when outside. However, sun blockers still come with the work and move speed penalties in darkness and prevent regular crop growth. Work and move penalties can be completely mitigated by using Lighting: Darklight Prefered precept or with the Dark vision gene Content added by the Biotech DLC. Sun lamps can be used to grow crops, or you can grow nutrifungus,Content added by the Ideology DLC which does not need light. Note that nutrifungus still requires a roof over it to be planted, even though no sunlight will ever hit it. All three precepts, but not the gene, come with penalties or restrictions while the sun still shines, but Fluid ideoligions can add memes / precepts after a sunblocker lands.

Just the dark vision gene alone means you'll almost always have a speed advantage over human raiders, useful for kiting especially, however the power and crop losses are usually not worth it unless already running a largely sunlight independent colony.

Trivia

When generated as part of a quest site, the site will not contain any electrical equipment, as these are usually powered by solar panels.

Verison history