Difference between revisions of "Temperature"

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(Added ailments for extreme temperatures.)
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== Management ==
 
== 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.
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Temperature can be a problematic thing in some places. It can, however, be managed quite simply, if you have the power. There following structures are used to manage temperature:
  
 
=== [[Cooler|Cooler]] ===
 
=== [[Cooler|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.
 
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]] ===
 
=== [[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.
 
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.
  
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=== Propped Doors ===
 
=== 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.
  
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.
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== Extreme Temperature Effects ==
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Temperatures below a pawn's [[Minimum_Comfortable_Temperature|minimum comfortable temperature]] or above their [[Maximum_Comfortable_Temperature|maximum comfortable temperature]] will cause them discomfort with mood debuffs and in extreme cases can cause death.
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Ailments include:
  
== Effects ==
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[[Injury#Heatstroke|Heatstroke]] - caused by prolonged exposure to extreme heat.
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 ===
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[[Injury#Hypothermia|Hypothermia]] - caused by prolonged exposure to extreme cold.
Some extreme temperatures can cause health affects to your colonists.
 
  
==== Extreme Heat ====
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[[Injury#Frostbite|Frostbite]] - injury to extremities caused by prolonged exposure to extreme cold.
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.
 
  
 
{{nav|temperature}}
 
{{nav|temperature}}

Revision as of 02:34, 1 August 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 following structures are used to manage temperature:

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.

Extreme Temperature Effects

Temperatures below a pawn's minimum comfortable temperature or above their maximum comfortable temperature will cause them discomfort with mood debuffs and in extreme cases can cause death.

Ailments include:

Heatstroke - caused by prolonged exposure to extreme heat.

Hypothermia - caused by prolonged exposure to extreme cold.

Frostbite - injury to extremities caused by prolonged exposure to extreme cold.