Difference between revisions of "Sun lamp"
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+ | '''Sun lamps''' provide artificial light in the absence of sunlight, such as an indoor growing zone. | ||
− | + | ==Acquisition== | |
+ | It is constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after [[Research#Electricity|Electricity]] has been researched. | ||
− | A sun lamp | + | ==Summary== |
+ | A sun lamp consumes 2900 W of [[power]] from 06:00 to 19:12, consuming an average of {{#expr: (0.8-0.25)*{{P|Power Consumption #}}}} W⋅Days. While online, it provides 100% [[light]] within a 5-tile radius. This allows [[crop]]s like [[rice|rice plant]] to grow in a [[roof]]ed room. Due to RimWorld's [[temperature]] mechanics, an enclosed room is required to actually heat or cool an area. As the sun doesn't always provide 100% light at day, a sun lamp causes plants to grow somewhat faster. | ||
− | + | Powered lamps provide 30% light in a 13-tile radius, which is enough to prevent penalties for being in darkness. They also heat a room by {{temperature|3}} per second, which is spread between each tile. | |
− | + | [[Rain]] or [[snow]] on a powered sun lamp will cause [[short circuit]]s and [[fire]]s. A [[roof]] will prevent this. | |
− | + | ==Analysis== | |
+ | [[File:Optimal_sunlamps.png|175px|left|thumb|An efficient pattern to fit multiple sun lamps together. There are 10 empty tiles per sun lamp, half as many as in a simple grid pattern.]] | ||
− | A sun lamp | + | A sun lamp's main purpose is to create growing zones indoors, often called greenhouses. This allows plants to grow in the winter, when used with a [[heater]]. In extremely hot [[biome]]s, you might need coolers to grow during in the summer. Even in an "year-round" growing season, unpredictable events such as [[Events#Toxic_fallout|toxic fallout]] and [[Events#Volcanic_winter|volcanic winter]]s can disrupt plant growth. Double-width walls provide more insulation against temperature changes, and potentially save on heater/cooler costs. |
− | [[ | + | [[Events#Solar flare|Solar flares]] will cut the power, so prepare a [[shelf]] with emergency wood to build [[campfire]]s to keep the room temperature above -10°C/14°F (below which most plants will rapidly die). |
− | + | As they cannot be grown under roofs, trees such as pine, birch, saguaro or cocoa trees may not be grown in completely closed greenhouses. They may only be grown in greenhouses with roofs open in a grid pattern, and those leak a lot of temperature-controlled air. | |
− | |||
− | If | + | === Power === |
+ | If you have [[Biofuel refinery|biofuel refineries]] available, you can use food produced by hydroponics to fuel chemfuel generators to help power the greenhouse array. This is so efficient that it violates thermodynamics, and leaves you with spare food for your colonists as well. | ||
− | + | Otherwise, 2 [[solar generator]]s are roughly enough to power a single sun lamp, not counting any hydroponics basins. | |
− | + | === Hydroponics === | |
− | + | Sun lamps can be used in ordinary soil. But as the power cost of a sun lamp of very high, building a room of [[hydroponics basin]]s helps with making the most of the limited growing area per lamp. Hydroponics will boost soil [[fertility]] to 280%, twice that of rich soil. However, each basin costs 100 W and only covers 4 tiles. Due to the how light works, only 96% of a lamp's area can be used in hydroponics at a time; see below for an arrangement. | |
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− | + | [[File:SunlampHydroponics.png|200px|thumb|center|96% hydroponics, tightly nested together.]] | |
== Version history == | == Version history == |
Revision as of 06:13, 21 November 2022
This article is suggested to be rewritten. Reason: Format standardisation and general clean-up. You can help the RimWorld Wiki by improving it. |
Sun lamp
An industrial lamp which lights an area brightly enough to grow crops, but consumes a huge amount of power. Automatically turns itself off at night.
Base Stats
- Mass
- 4.5 kg
- HP
- 50
- Flammability
- 100%
- Path Cost
- 14 (48%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 20%
- Blocks Wind
- True
- Terrain Affordance
- Light
- Power
- -2900 W
- Light Radius
- 11.72
- Heat Per Second
- 3
Creation
- Required Research
- Electricity
- Work To Make
- 330 ticks (5.5 secs)
- Destroy yield
- nothing
- thingCategories
- BuildingsFurniture
Sun lamps provide artificial light in the absence of sunlight, such as an indoor growing zone.
Acquisition
It is constructed with 40 Steel in 330 ticks (5.5 secs) after Electricity has been researched.
Summary
A sun lamp consumes 2900 W of power from 06:00 to 19:12, consuming an average of -1595 W⋅Days. While online, it provides 100% light within a 5-tile radius. This allows crops like rice plant to grow in a roofed room. Due to RimWorld's temperature mechanics, an enclosed room is required to actually heat or cool an area. As the sun doesn't always provide 100% light at day, a sun lamp causes plants to grow somewhat faster.
Powered lamps provide 30% light in a 13-tile radius, which is enough to prevent penalties for being in darkness. They also heat a room by 3 °C (37.4 °F) per second, which is spread between each tile.
Rain or snow on a powered sun lamp will cause short circuits and fires. A roof will prevent this.
Analysis
A sun lamp's main purpose is to create growing zones indoors, often called greenhouses. This allows plants to grow in the winter, when used with a heater. In extremely hot biomes, you might need coolers to grow during in the summer. Even in an "year-round" growing season, unpredictable events such as toxic fallout and volcanic winters can disrupt plant growth. Double-width walls provide more insulation against temperature changes, and potentially save on heater/cooler costs.
Solar flares will cut the power, so prepare a shelf with emergency wood to build campfires to keep the room temperature above -10°C/14°F (below which most plants will rapidly die).
As they cannot be grown under roofs, trees such as pine, birch, saguaro or cocoa trees may not be grown in completely closed greenhouses. They may only be grown in greenhouses with roofs open in a grid pattern, and those leak a lot of temperature-controlled air.
Power
If you have biofuel refineries available, you can use food produced by hydroponics to fuel chemfuel generators to help power the greenhouse array. This is so efficient that it violates thermodynamics, and leaves you with spare food for your colonists as well.
Otherwise, 2 solar generators are roughly enough to power a single sun lamp, not counting any hydroponics basins.
Hydroponics
Sun lamps can be used in ordinary soil. But as the power cost of a sun lamp of very high, building a room of hydroponics basins helps with making the most of the limited growing area per lamp. Hydroponics will boost soil fertility to 280%, twice that of rich soil. However, each basin costs 100 W and only covers 4 tiles. Due to the how light works, only 96% of a lamp's area can be used in hydroponics at a time; see below for an arrangement.
Version history
- 0.17.1546 - Now turn themselves off when plants are resting.