Difference between revisions of "Environment"
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* Colonists want 30% light or better. This affects: | * Colonists want 30% light or better. This affects: | ||
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping. | :* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping. | ||
− | :* Colonists' movement speed - Colonists in darkness will have a reduced | + | :* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor. |
− | :* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. | + | :* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor. |
* [[Surgery success chance factor]] is optimized at 50% light or better. | * [[Surgery success chance factor]] is optimized at 50% light or better. | ||
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==== Daylight math details ==== | ==== Daylight math details ==== | ||
− | {{ | + | {{rwbox |
− | + | | nocat=true | |
− | The | + | | type = warning |
+ | | text = <span style="color:#FF3333";>'''Warning!''' Trigonometry ahead!</span>'''<br>This section gets into complicated mathematical detail. Proceed at own risk | ||
+ | }} | ||
+ | The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light). | ||
+ | |||
+ | If you only care about the final formula, go to "Final formula" below. Otherwise, carry on. | ||
+ | |||
+ | The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are: | ||
+ | |||
+ | :1. Obtain the factor "u" for the given latitude | ||
+ | ::{| class="wikitable" | ||
+ | |- | ||
+ | ! Latitude !! Value of u | ||
+ | |- | ||
+ | | <= 70 || 0.2 | ||
+ | |- | ||
+ | | [70, 75] || Latitude * 13/50-18 | ||
+ | |- | ||
+ | | =>75|| 1.5 | ||
+ | |} | ||
+ | |||
+ | :2. Obtain Sun Position Vector SP = <code>{SPx, SPy, SPz}</code>. Do note these formulas are not in degrees, but radians. | ||
+ | :* SPx = -cos(Hour * π / 12) | ||
+ | :* SPy = -cos(π * Day/30) * u | ||
+ | :* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR] | ||
+ | |||
+ | :3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180 | ||
+ | ::{| class="wikitable" | ||
+ | |- | ||
+ | ! Latitud !! Value of θ | ||
+ | |- | ||
+ | | <= -60 || 19 | ||
+ | |- | ||
+ | | [-60, 60] || 36 - abs(x) * 17/60 <!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --> | ||
+ | |- | ||
+ | | [60, 70] || 19 | ||
+ | |- | ||
+ | | [70, 75] || 299 - 4x | ||
+ | |- | ||
+ | | >75 || -1 | ||
+ | |} | ||
− | + | :4. Calculate the angle (Δ) between the vector Latitude (L) y SP. | |
− | + | :* Δ = arc cos [ ( cos(Latitude) * SPx + sen(Latitude) * SPy ) / <span style="white-space: nowrap">√<span style="text-decoration:overline;"> 1 + SPy<sup>2</sup> </span></span> ] <!-- I would prefer a math method, but I got a headache trying to make it work right.--> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | Interestingly, while some effects are applied differently above latitude <code>70</code> (70° N), these do not seem to apply below <code>-70</code> (70° S). | + | :5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%). |
+ | |||
+ | Do note that the creation of the vector Latitude : <code>{cos(''latitude''), sin(''latitude''), 0}</code> was omitted for simplicity. | ||
+ | |||
+ | <div class="mw-customtoggle-MathDetails" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none">Final Formula:</div> | ||
+ | |||
+ | <div id="mw-customcollapsible-MathDetails" class="mw-collapsible mw-collapsed"> | ||
+ | |||
+ | [[File:Sunlight formula 5.png|600px]] | ||
+ | |||
+ | <!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one. | ||
+ | cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12) + sen(Latitude) * cos(PI * Day/30) * u ) / root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --> | ||
+ | |||
+ | Where: | ||
+ | <div style=display:inline-grid> | ||
+ | :{| class="wikitable" | ||
+ | |- | ||
+ | ! Latitude !! Value of u | ||
+ | |- | ||
+ | | <= 70 || 0.2 | ||
+ | |- | ||
+ | | [70, 75] || Latitude * 13/50-18 | ||
+ | |- | ||
+ | | =>75 || 1.5 | ||
+ | |} | ||
+ | </div> | ||
+ | <div style=display:inline-grid> | ||
+ | :{| class="wikitable" | ||
+ | |- | ||
+ | ! Latitud !! Value of θ | ||
+ | |- | ||
+ | | <= -60 || 19 | ||
+ | |- | ||
+ | | [-60, 60] || 36 - abs(x) * 17/60 <!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --> | ||
+ | |- | ||
+ | | [60, 70] || 19 | ||
+ | |- | ||
+ | | [70, 75] || 299-4x | ||
+ | |- | ||
+ | | >75 || -1 | ||
+ | |} | ||
+ | </div> | ||
+ | |||
+ | </div></div> | ||
+ | |||
+ | Interestingly, while some effects are applied differently above latitude <code>70</code> (70° N), these do not seem to apply below <code>-70</code> (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light. | ||
+ | |||
+ | Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&ouid=114344865191558455918&rtpof=true&sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year. | ||
<!-- Based on <code>Assembly-CSharp/RimWorld/GenCelestial</code> --> | <!-- Based on <code>Assembly-CSharp/RimWorld/GenCelestial</code> --> | ||
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=== Naturally generated surfaces === | === Naturally generated surfaces === | ||
− | {{stub|section=1|reason= | + | {{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface}} |
+ | {{Recode|section=1|reason=Automate table once all pages created}} | ||
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}} | {{For|the artificial flooring|Floors#Comparison table{{!}}Floors}} | ||
− | {| {{STDT| sortable c_25 text-center}} | + | While most terrain properties are self-explanatory, some require special attention. |
− | ! Type !! Move Speed Modifier !! [[Plants#Fertility|Fertility]] !! Terrain Support | + | * '''Path cost''' determines how difficult is to travers a given terrain. |
+ | * '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula <code>13/(13 + Path cost)</code> rounded. | ||
+ | * '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are: | ||
+ | **'''Light''': Supports light structure.<br/> | ||
+ | **'''Medium''': Supports medium structures.<br/> | ||
+ | **'''Heavy''': Supports heavy structures.<br/> | ||
+ | **'''ShallowWater''': Can be built on with things that are waterproof.<br/> | ||
+ | **'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.<br/> | ||
+ | **'''Bridgeable''': [[Bridge]] can be built over this terrain.<br/> | ||
+ | **'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.<br/> | ||
+ | **'''Diggable''': Able to build [[grave]]s.<br/> | ||
+ | **'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.<br/> | ||
+ | *'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. | ||
+ | *'''Tag''' use is unclear. It may be used on map generation. | ||
+ | |||
+ | As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases. | ||
+ | |||
+ | {| {{STDT| sortable c_25 text-center mw-collapsible}} | ||
+ | ! Type !! Move Speed <br/>Modifier !! [[Plants#Fertility|Fertility]] !! Terrain<br/>Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain<br/>Type !! Beauty<br>Indoors/<br/>Outdoors !! [[Cleanliness]] !! Filth<br/>mask{{ref label|Fmask|1}} !! Dries<br/> To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path<br/>cost]] !! [[Filth#Generation|Generates<br/>Filth]] !! Allows<br/>Special<br/>Attack{{ref label|ASA|3}} !! Others | ||
|- id="Broken asphalt" | |- id="Broken asphalt" | ||
− | ! Broken asphalt | + | ! [[Broken asphalt]] |
− | | 100% || 0% || Heavy | + | | 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || 2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || |
+ | |- id="Packed dirt" | ||
+ | ! [[Packed dirt]] | ||
+ | | 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} || | ||
+ | |||
|- id="Chest-deep moving water" | |- id="Chest-deep moving water" | ||
− | ! Chest-deep moving water | + | ! [[Chest-deep moving water]] |
− | | | + | | 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire<br/>Traversing generates thought [[Mood#Soaking wet|Soaking wet]] |
|- id="Deep ocean water" | |- id="Deep ocean water" | ||
− | ! Deep ocean water | + | ! [[Deep ocean water]] |
− | | 0% || 0% || | + | | 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}<br/> ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable<br/>Extinguishes Fire |
|- id="Deep water" | |- id="Deep water" | ||
− | ! Deep water | + | ! [[Deep water]] |
− | | 0% || 0% || | + | | 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable<br/>Extinguishes Fire |
− | |- id=" | + | |
− | ! | + | |- id="Shallow ocean water" |
− | | | + | ! [[Shallow ocean water]] |
+ | | 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}<br/> ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire<br/>Traversing generates thought [[Mood#Soaking wet|Soaking wet]] | ||
+ | |- id="Shallow moving water" | ||
+ | ! [[Shallow moving water]] | ||
+ | | 30% || 0% || ShallowWater<br/> MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}<br/> River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire<br/>Traversing generates thought [[Mood#Soaking wet|Soaking wet]] | ||
+ | |- id="Shallow water" | ||
+ | ! [[Shallow water]] | ||
+ | | 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire<br/>Traversing generates thought [[Mood#Soaking wet|Soaking wet]] | ||
+ | |- id="Marsh" | ||
+ | ! [[Marsh]] | ||
+ | | 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire<br/>Traversing generates thought [[Mood#Soaking wet|Soaking wet]] | ||
+ | |||
+ | |- id="Soil" | ||
+ | ! [[Soil]] | ||
+ | | 87% || 100% || Heavy<br/> GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] || | ||
|- id="Lichen-covered soil" | |- id="Lichen-covered soil" | ||
− | ! Lichen-covered soil | + | ! [[Lichen-covered soil]] |
− | | 81% || 100% || Heavy | + | | 81% || 100% || Heavy<br/> GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] || |
− | |- | ||
− | |||
− | | | ||
|- id="Marshy soil" | |- id="Marshy soil" | ||
− | ! Marshy soil | + | ! [[Marshy soil]] |
− | | | + | | 48% || 100% || Light<br/> GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] || |
+ | |- id="Rich soil" | ||
+ | ! [[Rich soil]] | ||
+ | | 87% || 140% || Heavy<br/> GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] || | ||
+ | |||
+ | |- id="Stony soil" | ||
+ | ! [[Stony soil]] | ||
+ | | 87% || 70% || Heavy<br/> GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] || | ||
+ | |||
+ | |- id="Sand" | ||
+ | ! [[Sand]] | ||
+ | | 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] || | ||
+ | |- id="Soft sand" | ||
+ | ! [[Soft sand]] | ||
+ | | 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] || | ||
+ | |||
|- id="Mud" | |- id="Mud" | ||
− | ! Mud | + | ! [[Mud]] |
− | | | + | | 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || |
− | |- id=" | + | |- id="Ice" |
− | ! | + | ! [[Ice]] |
− | | | + | | 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || - |
− | |- id=" | + | |
− | ! | + | |- id="Polluted" |
− | | | + | ! [[Pollution|Polluted terrain]]{{BiotechIcon}} |
+ | | - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Fertility can't exceed 50%.<br/>Overlay: Applies stats over existing terrain (additive)<br/>Overlay: Changes graphics of affected terrain.<br/>Can be removed.<br/>Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]<br/>Prevents growth of most other plants.<br/>Colonist receive [[toxic buildup]] from waking here. | ||
|- id="Rough stone" | |- id="Rough stone" | ||
! [[Rough stone]] | ! [[Rough stone]] | ||
− | | {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy | + | | {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]<br/>Hardcoded{{ref label|Hardcode|8}} |
|- id="Rough-hewn stone" | |- id="Rough-hewn stone" | ||
! [[Rough-hewn stone]] | ! [[Rough-hewn stone]] | ||
− | | {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy | + | | {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]<br/>Hardcoded{{ref label|Hardcode|8}} |
− | |- id=" | + | |- id="Smooth stone" |
− | ! | + | ! [[Smooth stone]] |
− | | | + | | {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.<br/>Natural, non-generated floor/terrain hybrid.<br/>Paintable<br/>Hardcoded{{ref label|Hardcode|8}} |
− | |- | + | <!--|- id="Fungal Gravel" |
− | + | ! [[Fungal gravel]]{{IdeologyIcon}} | |
− | | | + | | 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.<br/>Requires [[overhead mountain]]<br/>Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--> |
− | |- id=" | + | |- id="Gray Surface" |
− | ! | + | ! [[Gray surface]]{{AnomalyIcon}} |
− | | | + | | 87% || 0% || Heavy || {{Cross}} || {{Cross}} || ? || 0 || 0 || {{Check}}? || - || ? || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. |
− | |- | + | |- id="Flesh Floor" |
− | + | ! [[Flesh]]{{AnomalyIcon}} | |
− | | | + | | 87% || 0% || Heavy || {{Cross}} || {{Cross}}{{Check Tag|Note|This is a mere presumption}} || ? || -10/-5 || -3 || {{Check}}? || - || ? || 2 || ? || {{Cross}} || Behaves like a natural Floor.<br/>Cleaning time Mult 150%<br/>Removable.<br/>Inflammable 32% |
− | |- | ||
− | |||
− | | | ||
− | |- id=" | ||
− | ! | ||
− | | 87% || | ||
− | |- id=" | ||
− | ! | ||
− | | 87% || | ||
|} | |} | ||
+ | :{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such. | ||
+ | :{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead. | ||
+ | :{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name. | ||
+ | :4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed | ||
+ | :5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise. | ||
+ | :{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that. | ||
+ | :{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth. | ||
+ | :{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types. | ||
=== Steam geyser === | === Steam geyser === | ||
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The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. | The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. | ||
− | Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof| | + | Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof. |
== Weather == | == Weather == | ||
− | {{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}} | + | {{stub|section=1|reason=Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here}} |
<!--When a number of fires are detected on a map, the "firewatcher" process will increment progress to rainy weather. Exact mechanics are unknown --> | <!--When a number of fires are detected on a map, the "firewatcher" process will increment progress to rainy weather. Exact mechanics are unknown --> | ||
− | Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to | + | Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. |
+ | |||
+ | Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the "max power output" listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under "ideal conditions" - this is incorrect. | ||
+ | |||
+ | The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. | ||
{| class = "wikitable sortable" | {| class = "wikitable sortable" | ||
|+ style = "text-align: left; font-size:120%;" | Weather types | |+ style = "text-align: left; font-size:120%;" | Weather types | ||
|- | |- | ||
− | !Label | + | ! Label |
− | !Time of year | + | ! Time of year |
− | !Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref> | + | ! Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref> |
− | ![[Weapons#Accuracy|Accuracy modifier]] | + | ! [[Weapons#Accuracy|Accuracy modifier]] |
− | !Movement speed modifier | + | ! Movement speed modifier |
− | !Wind speed | + | ! Wind speed |
− | !Wind speed modifier | + | ! Wind speed modifier |
− | !Can put out fires | + | ! Can put out fires |
− | !Snowing rate | + | ! Snowing rate |
− | !Notes | + | ! Notes |
|- | |- | ||
− | |Clear | + | | Clear |
− | |Any | + | | Any |
− | |Any | + | | Any |
− | |100% | + | | 100% |
− | |100% | + | | 100% |
− | |None to Moderate | + | | None to Moderate |
− | |100% | + | | 100% |
− | |No | + | | No |
− | |None | + | | None |
− | | | + | | |
|- | |- | ||
− | |Fog | + | | Fog |
+ | | Any | ||
|Any | |Any | ||
− | + | | 50% | |
− | |50% | + | | 100% |
− | |100% | + | | None to Calm |
− | |None to Calm | + | | 50% |
− | |50% | + | | No |
− | |No | + | | None |
− | |None | + | | Suppresses firewatcher if forced {{RoyaltyIcon}} |
− | | | ||
|- | |- | ||
− | |Rain | + | | Rain |
− | |Any | + | | Any |
| {{Temperature|0|100}} | | {{Temperature|0|100}} | ||
− | |80% | + | | 80% |
− | |90% | + | | 90% |
− | |Calm to Moderate | + | | Calm to Moderate |
− | |80% | + | | 80% |
− | |Yes | + | | Yes |
− | |None | + | | None |
− | |Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit. | + | | Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit. |
|- | |- | ||
− | |Dry Thunderstorm | + | | Dry Thunderstorm |
− | |Any | + | | Any |
− | |Any | + | | Any |
− | |100% | + | | 100% |
− | |100% | + | | 100% |
− | |Moderate to Extreme | + | | Moderate to Extreme |
− | |150% | + | | 150% |
− | |No | + | | No |
− | |None | + | | None |
− | |[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat. | + | | [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat. |
|- | |- | ||
− | |Rainy Thunderstorm | + | | Rainy Thunderstorm |
− | |Any | + | | Any |
− | |Any | + | | Any |
− | |80% | + | | 80% |
− | |80% | + | | 80% |
− | |Moderate to Extreme | + | | Moderate to Extreme |
− | |150% | + | | 150% |
− | |Yes | + | | Yes |
− | |None | + | | None |
| | | | ||
|- | |- | ||
− | |Foggy rain | + | | Foggy rain |
− | |Any | + | | Any |
− | |Any | + | | Any |
− | |50% | + | | 50% |
− | |90% | + | | 90% |
− | |None to Calm | + | | None to Calm |
− | |150% | + | | 150% |
− | |Yes | + | | Yes |
− | |None | + | | None |
| | | | ||
|- | |- | ||
− | |Hard snow | + | | Hard snow |
− | |Mainly Winter | + | | Mainly Winter |
| {{Temperature|-270|-0.5}} | | {{Temperature|-270|-0.5}} | ||
− | |80% | + | | 80% |
− | |80% | + | | 80% |
− | |None to Moderate | + | | None to Moderate |
− | |150% | + | | 150% |
− | |Yes | + | | Yes |
− | |120% | + | | 120% |
− | |Weather event that can distribute [[Snow]] onto the terrain. | + | | Weather event that can distribute [[Snow]] onto the terrain. |
|- | |- | ||
− | |Soft snow | + | | Soft snow |
− | |Mainly Winter | + | | Mainly Winter |
| {{Temperature|-270|-0.5}} | | {{Temperature|-270|-0.5}} | ||
− | |80% | + | | 80% |
− | |100% | + | | 100% |
− | |None to Moderate | + | | None to Moderate |
− | |150% | + | | 150% |
− | |Yes | + | | Yes |
− | |80% | + | | 80% |
− | |Weather event that can distribute [[Snow]] onto the terrain. | + | | Weather event that can distribute [[Snow]] onto the terrain. |
|- | |- | ||
|[[Events#Flashstorm|Flashstorm]] | |[[Events#Flashstorm|Flashstorm]] | ||
− | |Any | + | | Any |
− | |Any | + | | Any |
− | |100% | + | | 100% |
− | |100% | + | | 100% |
− | |None to moderate | + | | None to moderate |
− | |100% | + | | 100% |
− | |No | + | | No |
− | |None | + | | None |
− | |An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time. | + | | An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time. |
|} | |} | ||
<references/> | <references/> |
Latest revision as of 02:19, 7 November 2024
|
The map environment are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.
Beauty[edit]
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood. The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8. Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.
Space[edit]
Environment space (as opposed to the Need for Space) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various "spots". All objects that either slow down or prevent movement through are not counted towards Environment Space. The "Space" number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.
Flora[edit]
Certain plants and trees have beauty, and may also provide cover to colonists.
Light[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of Dark vision and Lighting:Darkness preferred on mentioned stat and mood penalties. |
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.
Occasionally an eclipse befalls the planet. Natural daytime light is no longer generated until it ends.
Light's importance lies in the following effects:
- Plant growth - Most plants have light requirements to grow.
- 0% only: Nutrifungus
- 0%+: Agarilux, Bryolux, Glowstool, Polux tree , Gauranlen tree , Timbershroom
- 30%+: Daylily, Rose, Tinctoria, Bonsai tree , Fibercorn
- 50%+: All other plants
- Power - Solar generators only produce power when naturally lit.
- Colonists want 30% light or better. This affects:
- Colonists' mood - Colonists in sustained darkness will have the 'In darkness' thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.
- Colonists' movement speed - Colonists in darkness will have a reduced move speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
- Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
- Surgery success chance factor is optimized at 50% light or better.
There are three light levels: Dark (0-29%), Lit (30-89%), and Brightly lit (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).
Light levels according to Light (%) | |||
Light (%) | 0-29 | 30-89 | 90-100 |
Light level | Dark | Lit | Brightly lit |
Artificial light sources[edit]
Light in roofed areas is provided by the following appliances:
Name | Light Radius |
---|---|
Agarilux | 0.00292 |
Bryolux | -0.436 |
Campfire | 7.175 |
Chemfuel powered generator | 3.485 |
Electric crematorium | 3.442 |
Electric smelter | 3.442 |
Flood light | 17.455 |
Glow pod | 3.481 |
Glowstool | 0.916 |
Heater | 1.653 |
Machining table | 2.658 |
Standing lamp | 9.093 |
Sun lamp | 11.718 |
Torch lamp | 7.175 |
Vanometric power cell | 1.756 |
Wall lamp | 7.974 |
Wall torch lamp | 6.378 |
Wood-fired generator | 3.442 |
Atmospheric heater | 2.975 |
Bioferrite generator | 5.223 |
Fleshbulb | 1.188 |
Proximity detector | 1.734 |
Void monolith | 8.513 |
Blood torch | 7.884 |
Ancient comms console | 2.599 |
Ancient enemy terminal | 0.72 |
Ancient lamp | 0.783 |
Ancient terminal | 0.676 |
Autobong | 7.175 |
Christmas tree | 5.742 |
Darklight brazier | 7.108 |
Darktorch | 4.746 |
Effigy | 7.175 |
Fungus darktorch | 4.746 |
Hermetic crate | 1.552 |
Lightball | 4.686 |
Loudspeaker | 1.658 |
Pyre | 13.592 |
Sacrificial flag | 7.175 |
Security crate | 1.865 |
Anima tree | 1.91 |
Brazier | 7.175 |
Count-down activator | 0.546 |
Mech node | 1.65 |
Proximity activator | 0.415 |
Ship landing beacon | 0.964 |
Unstable power cell | 2.033 |
Daylight timing and latitude[edit]
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.
Near the central latitude, light level change throughout the day as follows:
Start time | Light level |
---|---|
4h | Lit |
7h | Brightly lit |
17h | Lit |
20h | Dark |
Day Length Table[edit]
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.
Latitude | Aprimay 1 | Aprimay 6 | Aprimay 11 | Jugust 1 | Jugust 6 | Jugust 11 | Septober 1 | Septober 6 | Septober 11 | Decembary 1 | Decembary 6 | Decembary 11 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90° N | 0 | 0 | 0 | 24 | 24 | 24 | 24 | 24 | 24 | 0 | 0 | 0 |
75° N | 0 | 0 | 0 | 10.7 | 24 | 24 | 24 | 24 | 24 | 0 | 0 | 0 |
60° N | 11.2 | 11.7 | 12.8 | 14.1 | 15.5 | 16.5 | 16.8 | 16.2 | 15.0 | 13.6 | 12.3 | 11.4 |
45° N | 12.6 | 12.9 | 13.5 | 14.3 | 15.1 | 15.6 | 15.8 | 15.5 | 14.8 | 13.9 | 13.2 | 12.7 |
30° N | 13.5 | 13.7 | 14.0 | 14.5 | 14.9 | 15.3 | 15.4 | 15.2 | 14.8 | 14.3 | 13.9 | 13.6 |
15° N | 14.3 | 14.4 | 14.5 | 14.8 | 15.0 | 15.2 | 15.2 | 15.1 | 14.9 | 14.7 | 14.5 | 14.4 |
0° | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 | 15.2 |
15° S | 15.2 | 15.1 | 14.9 | 14.7 | 14.5 | 14.4 | 14.3 | 14.4 | 14.5 | 14.8 | 15.0 | 15.2 |
30° S | 15.4 | 15.2 | 14.8 | 14.3 | 13.9 | 13.6 | 13.5 | 13.7 | 14.0 | 14.5 | 14.9 | 15.3 |
45° S | 15.8 | 15.5 | 14.8 | 13.9 | 13.2 | 12.7 | 12.6 | 12.9 | 13.5 | 14.3 | 15.1 | 15.6 |
60° S | 16.8 | 16.2 | 15.0 | 13.6 | 12.3 | 11.4 | 11.2 | 11.7 | 12.8 | 14.1 | 15.5 | 16.5 |
75° S | 24 | 24 | 18.7 | 15.0 | 12.2 | 10.4 | 9.9 | 11.0 | 13.2 | 16.4 | 20.6 | 24 |
90° S | 24 | 24 | 24 | 24 | 24 | 0 | 0 | 0 | 24 | 24 | 24 | 24 |
Plant growth time table[edit]
Latitude | Aprimay 1 | Aprimay 6 | Aprimay 11 | Jugust 1 | Jugust 6 | Jugust 11 | Septober 1 | Septober 6 | Septober 11 | Decembary 1 | Decembary 6 | Decembary 11 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90° N | 0 | 0 | 0 | 0 | 24 | 24 | 24 | 24 | 24 | 0 | 0 | 0 |
75° N | 0 | 0 | 0 | 5.8 | 24 | 24 | 24 | 24 | 18.6 | 0 | 0 | 0 |
60° N | 8.9 | 9.4 | 10.5 | 11.9 | 13.2 | 14.0 | 14.3 | 13.8 | 12.7 | 11.3 | 10.0 | 9.1 |
45° N | 11.0 | 11.3 | 11.9 | 12.7 | 13.4 | 13.9 | 14.1 | 13.8 | 13.1 | 12.4 | 11.6 | 11.1 |
30° N | 12.2 | 12.4 | 12.7 | 13.2 | 13.6 | 13.9 | 14.0 | 13.8 | 13.4 | 13.0 | 12.6 | 12.3 |
15° N | 13.2 | 13.2 | 13.4 | 13.6 | 13.8 | 14.0 | 14.0 | 13.9 | 13.7 | 13.5 | 13.3 | 13.2 |
0° | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 | 14.1 |
15° S | 14.0 | 13.9 | 13.7 | 13.5 | 13.3 | 13.2 | 13.2 | 13.2 | 13.4 | 13.6 | 13.8 | 14.0 |
30° S | 14.0 | 13.8 | 13.4 | 13.0 | 12.6 | 12.3 | 12.2 | 12.4 | 12.7 | 13.2 | 13.6 | 13.9 |
45° S | 14.1 | 13.8 | 13.1 | 12.4 | 11.6 | 11.1 | 11.0 | 11.3 | 11.9 | 12.7 | 13.4 | 13.9 |
60° S | 14.3 | 13.8 | 12.7 | 11.3 | 10.0 | 9.1 | 8.9 | 9.4 | 10.5 | 11.9 | 13.2 | 14.0 |
75° S | 17.3 | 16.0 | 13.6 | 10.6 | 7.6 | 5.1 | 4.3 | 6.0 | 8.8 | 11.8 | 14.6 | 16.7 |
90° S | 24 | 24 | 24 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 24 | 24 |
Daylight math details[edit]
Warning! Trigonometry ahead! This section gets into complicated mathematical detail. Proceed at own risk |
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).
If you only care about the final formula, go to "Final formula" below. Otherwise, carry on.
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:
- 1. Obtain the factor "u" for the given latitude
Latitude Value of u <= 70 0.2 [70, 75] Latitude * 13/50-18 =>75 1.5
- 2. Obtain Sun Position Vector SP =
{SPx, SPy, SPz}
. Do note these formulas are not in degrees, but radians.- SPx = -cos(Hour * π / 12)
- SPy = -cos(π * Day/30) * u
- SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]
- 3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180
Latitud Value of θ <= -60 19 [-60, 60] 36 - abs(x) * 17/60 [60, 70] 19 [70, 75] 299 - 4x >75 -1
- 4. Calculate the angle (Δ) between the vector Latitude (L) y SP.
- Δ = arc cos [ ( cos(Latitude) * SPx + sen(Latitude) * SPy ) / √ 1 + SPy2 ]
- 5. Sunlight = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).
Do note that the creation of the vector Latitude : {cos(latitude), sin(latitude), 0}
was omitted for simplicity.
Interestingly, while some effects are applied differently above latitude 70
(70° N), these do not seem to apply below -70
(70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.
Getting useful data from this formula is inconvenient. You can use this google doc to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.
Openness[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Large enough enclosed spaces seem to blur these boundaries. |
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.
Every tile on the map falls into one of three categories:
- Outdoors - not enclosed by any structure, even if there is a roof.
- Indoors - completely enclosed structure, completely roofed.
- Unroofed - completely enclosed structure, but with one or more unroofed tiles.
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.[Detail Needed]
Temperature[edit]
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.
Terrain[edit]
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.
Natural surface terrain includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.
Terrain features include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.
Naturally generated surfaces[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Anomaly terrains - Flesh and Gray surface. |
This section has been suggested for recoding. Reason: Automate table once all pages created. You can help RimWorld Wiki by improving it. |
While most terrain properties are self-explanatory, some require special attention.
- Path cost determines how difficult is to travers a given terrain.
- Move Speed Modifier is the net effect of said cost, and is obtained with the formula
13/(13 + Path cost)
rounded. - Terrain Support determines what kind of structures can be build on a given terrain. If a given structure has a Terrain Affordance not listed for a given terrain, then said terrain is not a valid construction site. The types used are:
- Light: Supports light structure.
- Medium: Supports medium structures.
- Heavy: Supports heavy structures.
- ShallowWater: Can be built on with things that are waterproof.
- MovingFluid (moving water): Contains power usable for hydroelectrics.
- Bridgeable: Bridge can be built over this terrain.
- GrowSoil (growable): Things can grow here. Unsure if is does anything or if merely indicative.
- Diggable: Able to build graves.
- SmoothableStone (smoothable): Can be ground and smoothed into smooth stone.
- Light: Supports light structure.
- Filth Mask determines what kind of filth can be applied on this terrain. Most natural floors only accept Unnatural filth, if any at all, but there are exceptions.
- Tag use is unclear. It may be used on map generation.
As of Version/1.5.4104, all terrains with Heavy Terrain Support also support both Medium and Light. To help the readability of this table, only the Heavy tag will be used in those cases.
Type | Move Speed Modifier |
Fertility | Terrain Support |
Bridgeable | Diggable | Terrain Type |
Beauty Indoors/ Outdoors |
Cleanliness | Filth mask[1] |
Dries To[2] |
Tags | Path cost |
Generates Filth |
Allows Special Attack[3] |
Others |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Broken asphalt | 100% | 0% | Heavy | - | -1 | 2 | - | Road | 0 | ||||||
Packed dirt | 93% | 0% | Heavy | Soil | -1 | -1 | - | Road | 1 | Dirt | |||||
Chest-deep moving water | 24% | 0% | - | - | 0 | 0 | - | Water[4] | 42 | Water | Extinguishes Fire Traversing generates thought Soaking wet | ||||
Deep ocean water | 0% | 0% | - | - | 0 | 0 | - | Water[4] ocean |
300[5] | Water | Impassable Extinguishes Fire | ||||
Deep water | 0% | 0% | - | - | 0 | 0 | - | Water[4] | 300[5] | Water | Impassable Extinguishes Fire | ||||
Shallow ocean water | 30% | 0% | ShallowWater | - | 0 | 0 | Stony soil | Water[4] ocean |
30 | Water | Extinguishes Fire Traversing generates thought Soaking wet | ||||
Shallow moving water | 30% | 0% | ShallowWater MovingFluid |
- | 0 | 0 | - | Water[4] River |
30 | Water | Extinguishes Fire Traversing generates thought Soaking wet | ||||
Shallow water | 30% | 0% | ShallowWater | - | 0 | 0 | Stony soil | Water[4] | 30 | Water | Extinguishes Fire Traversing generates thought Soaking wet | ||||
Marsh | 30% | 0% | ShallowWater | - | -3/0 | -2 | Soil | - | 30 | Dirt | Mud | Extinguishes Fire Traversing generates thought Soaking wet | |||
Soil | 87% | 100% | Heavy GrowSoil |
Soil | -3/0 | -1 | - | Soil | 2 | Dirt | Dirt | ||||
Lichen-covered soil | 81% | 100% | Heavy GrowSoil |
Soil | -3/0 | -1 | - | Soil | 3 | Dirt | Dirt | ||||
Marshy soil | 48% | 100% | Light GrowSoil |
Soil | -3/0 | -2 | Soil | Soil | 14 | Dirt | Dirt | ||||
Rich soil | 87% | 140% | Heavy GrowSoil |
Soil | -3/0 | -1 | Soil | Soil | 2 | Dirt | Dirt | ||||
Stony soil | 87% | 70% | Heavy GrowSoil |
- | -3/0 | -1 | - | Soil | 2 | Dirt | Gravel | ||||
Sand | 76% | 10% | Heavy | Sand | -3/0 | -1 | - | Sand | 4 | Sand | Sand | ||||
Soft sand | 48% | 0% | Light | Sand | -3/0 | -1 | Sand | Sand | 14 | Sand | Sand | ||||
Mud | 48% | 0% | - | Soil | -3/0 | -2 | Soil | - | 14 | Dirt | Mud | ||||
Ice | 48% | 0% | Heavy | - | -3/0 | 0 | - | - | 14 | Dirt | - | ||||
Polluted terrain | - | 0-50%[6] | - | - | - | - | -1 | - | - | - | - | - | - | - | Fertility can't exceed 50%. Overlay: Applies stats over existing terrain (additive) Overlay: Changes graphics of affected terrain. Can be removed. Allows growth of Toxipotato, Gray pine, Pebble cactus, Rat palm Prevents growth of most other plants. Colonist receive toxic buildup from waking here. |
Rough stone | 87% | 0% | Heavy | Stone | -1 | 0 | [7] | - | - | 2 | Smooothable Hardcoded[8] | ||||
Rough-hewn stone | 93% | 0% | Heavy | Stone | -1 | 0 | All | - | - | 1 | Smooothable Hardcoded[8] | ||||
Smooth stone | 100% | 0% | Heavy | Stone | 2 | 0 | All | - | - | 0 | 5. Natural, non-generated floor/terrain hybrid. Paintable Hardcoded[8] | ||||
Gray surface | 87% | 0% | Heavy | ? | 0 | 0 | ? | - | ? | 2 | Only present on the Labyrinth. | ||||
Flesh | 87% | 0% | Heavy | [Note] | ? | -10/-5 | -3 | ? | - | ? | 2 | ? | Behaves like a natural Floor. Cleaning time Mult 150% Removable. Inflammable 32% |
- 1 The kind of Filth accepted by this terrain. denotes terrains that accept Unnatural filth, those that accept none. Special cases are denoted as such.
- 2 As Stony soil doesn't exist in Sea ice nor Ice sheet, it dries to Ice instead.
- 3 All of these attacks have a cooldown of 1.5 seconds, require the KickMaterialInEyes capacity, and apply a Hediff of the same name.
- 41 2 3 4 5 6 All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when drafted
- 51 2 Redundant due to being Impassable. It would result in a 4.2% Move Speed Modifier otherwise.
- 6 The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.
- 7 Plus any defined on NaturalTerrainBase. In vanilla, this in just Unnatural filth.
- 8 Not on the xml files but rather defined programmatically for all stone types.
Steam geyser[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Specific numbers on heat needed. |
Steam geysers are terrain features that allow the placement of a geothermal generator on them and also output a significant amount of heat when sealed in a roofed room.
The steam geyser sprays after a random delay between 500 ticks (8.33 secs) and 2,000 ticks (33.33 secs). It will then spray for between 200 ticks (3.33 secs) and 500 ticks (8.33 secs). While spraying, it will output 40 heat every 20 ticks (0.33 secs). Thus, it averages 16.15 heat per second, with no maximum temperature.
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of temperature regulation, geysers require an enclosed and roofed room to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.
Weather[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including Snow being merged into here. |
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed.
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's nominal power output of 2300W. At 50% wind speed a wind turbine produces 1150W up to a maximum of 3450W at 150%. Note that the "max power output" listed in the infobox claims that 2300W is the maximum under "ideal conditions" - this is incorrect.
The Weather controllers can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed.
Label | Time of year | Temperature range [1] | Accuracy modifier | Movement speed modifier | Wind speed | Wind speed modifier | Can put out fires | Snowing rate | Notes |
---|---|---|---|---|---|---|---|---|---|
Clear | Any | Any | 100% | 100% | None to Moderate | 100% | No | None | |
Fog | Any | Any | 50% | 100% | None to Calm | 50% | No | None | Suppresses firewatcher if forced |
Rain | Any | 0 °C – 100 °C (32 °F – 212 °F) | 80% | 90% | Calm to Moderate | 80% | Yes | None | Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit. |
Dry Thunderstorm | Any | Any | 100% | 100% | Moderate to Extreme | 150% | No | None | Lightning strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat. |
Rainy Thunderstorm | Any | Any | 80% | 80% | Moderate to Extreme | 150% | Yes | None | |
Foggy rain | Any | Any | 50% | 90% | None to Calm | 150% | Yes | None | |
Hard snow | Mainly Winter | -270 °C – -0.5 °C (-454 °F – 31.1 °F) | 80% | 80% | None to Moderate | 150% | Yes | 120% | Weather event that can distribute Snow onto the terrain. |
Soft snow | Mainly Winter | -270 °C – -0.5 °C (-454 °F – 31.1 °F) | 80% | 100% | None to Moderate | 150% | Yes | 80% | Weather event that can distribute Snow onto the terrain. |
Flashstorm | Any | Any | 100% | 100% | None to moderate | 100% | No | None | An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). Lightning strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time. |
- ↑ Can continue even if the temperature exits the appropriate range, once started.
Lightning[edit]
Lightning is created either naturally through thunder and flashstorms, or artificially with the flashstorm psycast. These do 10 Flame damage in a 3x3 area (1.9 block radius) and start fires in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in development mode.
Lightning is bright enough to momentarily power solar generators and grow plants.
Version history[edit]
- 0.0.245 - Weather (rain/fog) now affects chances of hitting a target
- 0.3.410 - Rain now slowly washes away blood. Added rich dirt patches.
- Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -> 22. Sand fertility 6% -> 10%.
- Version/1.1.0 - Fix: Wind turbines register no wind during windy storm.