Difference between revisions of "Sun lamp"

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{{rewrite|reason=Format standardisation and general clean-up}}{{infobox main|furniture|
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{{See also|Standing lamp}}
|name = Sun lamp
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{{Infobox main|furniture
|image = LampSun.png|Sun lamp
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| name = Sun lamp
|description = Lights an area brightly enough to grow crops.
+
| image = LampSun.png
|type = Furniture
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| description = 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.
|type2 =  
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| type = Building
|placeable = Yes
+
| type2 = Furniture
|size = 1 ˣ 1
+
| placeable = true
|hp = 50
+
| path cost = 14
|power = - 2900
+
| passability = pass through only
|work to make = 330
+
| blockswind = true
|resource 1 = Steel
+
| cover = 0.2
|resource 1 amount = 40
+
| minifiable = true
|deconstruct yield = {{icon|steel|30}}
+
| size = 1 ˣ 1
|mass base = 4.5
+
| mass base = 4.5
 +
| flammability = 1
 +
| hp = 50
 +
| sell price multiplier = 0.7
 +
| power = -2900
 +
| glowradius = 14
 +
| glowcolor = (370, 370, 370)
 +
| heatpersecond = 3
 +
| terrain affordance = light
 +
| research = Electricity
 +
| thingCategories = BuildingsFurniture
 +
| work to make = 330
 +
| resource 1 = Steel
 +
| resource 1 amount = 40
 +
| destroyyield = nothing
 
}}
 
}}
'''Sun lamps''' provide artificial light to roofed growing zones (greenhouses) at high power expense (2,900 watts). A sun lamp will illuminate tiles within a five-block radius at 100% and outside tiles at only 50% or less. Sun lamps automatically turn themselves off at night to save power while the plants are resting. This energy-use pattern means they can be efficiently powered by solar panels. Once installed, the lamp menu offers the option to create a growing zone that matches its radius (100 tiles in total, not including the tile occupied by the lamp itself).  It is constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after [[Research#Electricity|Electricity]] has been researched.
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'''Sun lamps''' provide artificial light in the absence of sunlight, such as an indoor [[growing zone]].
  
=== Short circuits ===  
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== Acquisition ==
Rain on a powered sun lamp will cause short circuits and fires. A roof will prevent this.
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{{Acquisition}}
  
If the area is unroofed, you can simply switch the sun lamp off. In biomes with a growing season, turning off the sunlamp and removing the the roof can help save power when the weather is warm.
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== Summary ==
 +
[[File:Sun lamp illumination area.png|300px|thumb|left|The inner gray area (5 tiles out) is 100% illumination, able to grow all crops; the white (6-10 tiles) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (11th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
 +
A sun lamp consumes {{#expr:-{{P|Power Consumption #}}}} W of [[power]] from 06:00 to 19:12, the period where plants can grow. While online, it provides 100% [[light]] within a 5.5-tile radius. This provides 100 tiles with sufficient light to grow.
  
== Greenhouses ==
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This allows [[crop]]s like [[rice plant]]s to grow in a [[roof]]ed room. As the natural sun doesn't always provide 100% light at day, a sun lamp causes plants to grow somewhat faster. They also provide at least 30% light in an {{p|Light Radius}} tile radius, which is enough to prevent penalties for being in darkness.
Sun lamps allow indoor growing but don't produce heat, so [[heater]]s may be required to attain proper conditions for plant growth.  [[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 -10C/14F (below which most plants will rapidly die). Double-width walls provide more insulation against temperature changes (and thus save power on [[heater]]s or [[cooler]]s), as well as offering better protection from attacks.
 
  
Sun lamps placed on dirt can let your colony produce things like corn or smokeleaf even during a toxic fallout, or in a cold biome with no growing season. If you maintain proper growing temperature, a dirt floor greenhouse will have 100% fertility on normal soil and 140% on fertile soil. As they cannot be grown under roofs, trees such as pine, birch, saguaro or cocoa trees may not be grown in completely closed greenhousesThey may only be grown in greenhouses with roofs open in a grid pattern, that leak a lot of temperature-controlled air.
+
Due to RimWorld's [[temperature]] mechanics, an enclosed room with a mostly complete [[roof]] is required to actually heat or cool an areaLamps themselves give a marginal amount of heat, 3 heat per second.
  
[[Hydroponics basin]]s boost plant growth to 280% speed and do not require soil. However, they can only grow certain crops and are dependent on electricity. If a hydroponics basin loses power, all plants on it will die quickly. The configuration in the image below will fit 24 hydroponics basins under a single sunlamp.  
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[[Rain]] or [[snow]] on a powered sun lamp will cause [[short circuit]]s and [[fire]]s. A roof will prevent this.
  
[[File:SunlampHydroponics.png|frameless]]
+
== Analysis ==
 +
[[File:Optimal_sunlamps.png|225px|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'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 {{Temperature|-10}} (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. As these roofs will let in sufficient natural sunlight in most biomes, there is no need to place a sun lamp inside tree greenhouses.
 +
<div style="clear:left></div>
 +
 +
=== 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.
 
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.
  
In 1.0 you need to place the sun lamp's growing zone manually. It can be made as a plus sign (+) in which each line is 5 tiles wide by 11 tiles long, with a 9 by 9 square in the middle. You can use the Planning tool to map this zone before placing your sun lamp.  
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As sun lamps turn off at night, they consume an average of {{#expr: -(0.8-0.25)*{{P|Power Consumption #}}}} W⋅Days. [[Batteries]] can be used to average out power usage. However, batteries only take in energy at a 50% rate, effectively meaning double the power is required at night, for a required power generation of {{#expr: -floor(2*(0.8-0.25)/(1+0.8-0.25)*{{P|Power Consumption #}})+10}} W⋅Days assuming 100% consistent power generation and a single battery with a passive loss of -5W⋅Days per day. As this only requires {{#expr: -((0.8-0.25)*{{P|Power Consumption #}})*(1-0.8+0.25)*0.5/(1-0.5*(1-0.8+0.25)) round 1}} W⋅Days of storage and a battery holds 600 W⋅Days, fewer batteries and infinitesimally less generation is needed when multiple sun lamps are supported.
 +
 
 +
Otherwise, 2{{Check Tag|Verify/Detail|Added equator note, but where exactly is this true and how close a call is it?}} [[solar generator]]s are roughly enough to power a single sun lamp in equatorial regions, not counting any hydroponics basins.
 +
 
 +
=== Hydroponics ===
 +
[[File:SunlampHydroponics.png|200px|thumb|left|96% hydroponics, tightly nested together.]]
 +
 
 +
You can grow crops indoors with or without [[hydroponics basin]]s. It is more cost effective to grow on soil, assuming you have soil available.
 +
 
 +
* The 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} for a total of 2.8 sun lamp's worth of growth. This does not count the extra 1680 W of power required for those basins.
 +
* You could instead make and power 2 more sun lamps. 4 [[solar generator]]s are enough to power those lamps, and would only cost {{Required Resources|Solar generator|4}}. Even when considering [[batteries]], [[heater]]s, and the {{Icon Small|steel}} 80 for sun lamps themselves, making ''more'' sun lamps is more efficient than building hydroponics for 1.
  
The lamp blueprint will show the outline of its light radius until it is placed. Once the blueprint has been placed, the light radius won't be visible again until the lamp has been built.
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If your only goal is to grow crops during the winter, then placing multiple sun lamps without hydroponics is more resource efficient than using hydroponics. However, the lamps would end up taking up more space. Therefore, hydroponics are best used when growing space is limited, like inside a mountain or in an [[biomes#Ice sheet|ice sheet]].  
  
== Unexpected/Quirks ==
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In the late game, hydroponics have a few advantages. Due to their reduced space, it takes less travel time, which makes work more efficient and defense easier. They take up less power per tile, too. When you have access to [[deep drill]]s and [[fabrication bench|fabrication]], you can easily afford the steel and component cost.
(better title is needed)
+
{{Clear}}
* A sun lamp will ACTUALLY increase the [[Medical_Surgery_Success_Chance|surgery success chance]] because it emits light at 100% light-level instead of 50% as a normal [[Standing_lamp|standing lamp]] or [[Torch_lamp|torch]] does. </br>But it uses a LOT of energy, so remember order a colonist to toggle-off the lamp when you are done (select the lamp & press "V").
 
  
== Version History ==
+
== Version history ==
 +
* [[Version/0.17.1546|0.17.1546]] - Now turn themselves off when plants are resting.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: [[Gloomlight]] would prevent a sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Sunlamp does not trigger blinding light for [[Ideoligion#Darkness|Darkness]]{{IdeologyIcon}} pawns.
 +
* [[Version/1.5.4062|1.5.4062]] - Unreported change to sun lamp lit radius, increasing it, without increasing the displayed radius when constructing the lamp.
 +
* [[Version/1.5.4104|1.5.4104]] - Fix: Sunlamp light radius inaccurate. This reverts the above change.
  
In previous versions of the game, the sun lamp menu allowed you to automatically create a growing zone within its light radius.  
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<gallery>
 +
Sun lamp grow radius.png|Between 1.5.4062 and 1.5.4194 Radius of light sufficient to grow. Displayed radius shown in [[sterile tile]], tiles where plants can be grown outside of the radius shown in [[gold tile]]
 +
New sun lamp optimal with no wasted hydro spots.png|Between 1.5.4062 and 1.5.4194 Maximum hydroponics basins without having basin slots unlit.<br>(25 basins, 100 growing tiles, 0 unlit basin slots, 20 lit tiles unused)
 +
new sun lamp optimal with wasted hydro spots.png|Between 1.5.4062 and 1.5.4194 Minimum number of hydroponics basin slots left unlit without leaving lit area unused.<br>(32 basins, 120 growing tiles, 8 unlit basin slots, 0 lit tiles unused)
 +
</gallery>
  
[[File:Sun lamp H.png|500px]]
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{{Nav|furniture|wide}}
  
{{nav|furniture|wide}}
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[[Category:Furniture]] [[Category:Lamp]]
[[Category:Furniture]]
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[[Category:Food Production]]
[[Category:Food]]
 

Latest revision as of 02:32, 15 July 2024

Sun lamp

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

Type
BuildingFurniture
Market Value
77 Silver [Note]
Mass
4.5 kg
HP
50
Flammability
100%
Path Cost
14

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)
Resources to make
Steel 40
Deconstruct yield
Steel 20
Destroy yield
nothing
Technical
thingCategories
BuildingsFurniture


Sun lamps provide artificial light in the absence of sunlight, such as an indoor growing zone.

Acquisition[edit]

Sun lamps can be constructed once the electricity research project has been completed. Each requires Steel 40 Steel and 330 ticks (5.5 secs) of work modified by the construction speed of the builder.

Summary[edit]

The inner gray area (5 tiles out) is 100% illumination, able to grow all crops; the white (6-10 tiles) is 50% illumination, required for best surgery success chance; the yellow (11th tile) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

A sun lamp consumes 2900 W of power from 06:00 to 19:12, the period where plants can grow. While online, it provides 100% light within a 5.5-tile radius. This provides 100 tiles with sufficient light to grow.

This allows crops like rice plants to grow in a roofed room. As the natural sun doesn't always provide 100% light at day, a sun lamp causes plants to grow somewhat faster. They also provide at least 30% light in an 11.718 tile radius, which is enough to prevent penalties for being in darkness.

Due to RimWorld's temperature mechanics, an enclosed room with a mostly complete roof is required to actually heat or cool an area. Lamps themselves give a marginal amount of heat, 3 heat per second.

Rain or snow on a powered sun lamp will cause short circuits and fires. A roof will prevent this.

Analysis[edit]

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'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. As these roofs will let in sufficient natural sunlight in most biomes, there is no need to place a sun lamp inside tree greenhouses.

Power[edit]

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.

As sun lamps turn off at night, they consume an average of 1595 W⋅Days. Batteries can be used to average out power usage. However, batteries only take in energy at a 50% rate, effectively meaning double the power is required at night, for a required power generation of 2069 W⋅Days assuming 100% consistent power generation and a single battery with a passive loss of -5W⋅Days per day. As this only requires 463.1 W⋅Days of storage and a battery holds 600 W⋅Days, fewer batteries and infinitesimally less generation is needed when multiple sun lamps are supported.

Otherwise, 2[Verify/Detail] solar generators are roughly enough to power a single sun lamp in equatorial regions, not counting any hydroponics basins.

Hydroponics[edit]

96% hydroponics, tightly nested together.

You can grow crops indoors with or without hydroponics basins. It is more cost effective to grow on soil, assuming you have soil available.

  • The 24 hydroponics basins would cost Steel 2400 Steel, Component 24 Components for a total of 2.8 sun lamp's worth of growth. This does not count the extra 1680 W of power required for those basins.
  • You could instead make and power 2 more sun lamps. 4 solar generators are enough to power those lamps, and would only cost Steel 400 Steel, Component 12 Components. Even when considering batteries, heaters, and the Steel 80 for sun lamps themselves, making more sun lamps is more efficient than building hydroponics for 1.

If your only goal is to grow crops during the winter, then placing multiple sun lamps without hydroponics is more resource efficient than using hydroponics. However, the lamps would end up taking up more space. Therefore, hydroponics are best used when growing space is limited, like inside a mountain or in an ice sheet.

In the late game, hydroponics have a few advantages. Due to their reduced space, it takes less travel time, which makes work more efficient and defense easier. They take up less power per tile, too. When you have access to deep drills and fabrication, you can easily afford the steel and component cost.

Version history[edit]

  • 0.17.1546 - Now turn themselves off when plants are resting.
  • 1.2.2753 - Fix: Gloomlight would prevent a sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
  • 1.3.3117 - Fix: Sunlamp does not trigger blinding light for DarknessContent added by the Ideology DLC pawns.
  • 1.5.4062 - Unreported change to sun lamp lit radius, increasing it, without increasing the displayed radius when constructing the lamp.
  • 1.5.4104 - Fix: Sunlamp light radius inaccurate. This reverts the above change.