Difference between revisions of "Temperature"
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=== [[Campfire]] === | === [[Campfire]] === | ||
{{#show: Campfire | ?note }} | {{#show: Campfire | ?note }} | ||
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+ | === [[Propped Doors]] === | ||
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+ | Some structures, like the Geothermal Power Plant, produce heat on their own. By attaching a room with this building to another and controlling the airflow by having colonists prop open the doors, you can implement a cheaper heating solution for rooms like hydroponic farms that need heat to grow in winter. This will cut down on your electricity consumption and the entropy of the universe. | ||
== Effects == | == Effects == |
Revision as of 22:50, 24 July 2015
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Temperature can control and dictate every action of a colony. In many biomes temperature can reach some extreme highs and lows. Temperature also plays a major role and is affected by many things in world generation. The temperature in the outdoors stay fairly consistent and and can easily be the output for any cooler. Temperature can be controlled and even used as a weapon for any player with adequate power to burn in a raid.
Temperature equalizes through roof and walls. Unroofed areas always have the same temperature, even if only one tile is unroofed. Double-walls slow temperature equalization.
Management
Temperature can be a problematic thing in some places. It can, however, be managed quite simply, if you have the power. There are only two ways to manage temperature: the cooler and the heater.
Cooler
The cooler is used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In the desert or rainforest it is a necessity for any base.
Heater
The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 10 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.
Vent
A vent allows transfer of temperature and gases from one room to another.
Campfire
Propped Doors
Some structures, like the Geothermal Power Plant, produce heat on their own. By attaching a room with this building to another and controlling the airflow by having colonists prop open the doors, you can implement a cheaper heating solution for rooms like hydroponic farms that need heat to grow in winter. This will cut down on your electricity consumption and the entropy of the universe.
Effects
Temperature plays a major role in any game. Some biomes can get so hot or cold that colonists can get hypothermia or heat stroke and die. Temperature can have useful effects in the right situations.
Ailments
Some extreme temperatures can cause health affects to your colonists.
Extreme Heat
In extremely hot areas, colonists can, and likely will, receive health problems such as burns and heatstroke. Burns do long-term damage to a colonists external parts while heat stroke causes permanent (confirmation needed) to any and sometimes all parts of a pawn's body.