Difference between revisions of "Sun lamp"

From RimWorld Wiki
Jump to navigation Jump to search
m (→‎Summary: don't actually know how heat converts)
Line 35: Line 35:
  
 
==Summary==
 
==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. As the 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 a 13-tile radius, which is enough to prevent penalties for being in darkness.  
+
A sun lamp consumes 2900 W of [[power]] from 06:00 to 19:12. 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. As the 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 a 13-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.
 
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.
Line 51: Line 51:
 
=== Power ===
 
=== 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.
 +
 +
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. But as batteries only take in energy at a 50% rate, double the power is required at night, for an average consumption of {{#expr: (0.8-0.125)*{{P|Power Consumption #}}}}.{{Check tag|Verify|Quick math}}
  
 
Otherwise, 2 [[solar generator]]s are roughly enough to power a single sun lamp, not counting any hydroponics basins.
 
Otherwise, 2 [[solar generator]]s are roughly enough to power a single sun lamp, not counting any hydroponics basins.

Revision as of 17:22, 21 November 2022

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 (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)
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

It is constructed with Steel 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. While online, it provides 100% light within a 5-tile radius. This allows crops like rice plant to grow in a roofed room. As the 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 a 13-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

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.

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.

As sun lamps turn off at night, they consume an average of -1595 W⋅Days. Batteries can be used to average out power usage. But as batteries only take in energy at a 50% rate, double the power is required at night, for an average consumption of -1957.5.Template:Check tag

Otherwise, 2 solar generators are roughly enough to power a single sun lamp, not counting any hydroponics basins.

Hydroponics

96% hydroponics, tightly nested together.

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 how the light radius forms, only 96% of a lamp's area can be used in hydroponics at a time.

Version history

  • 0.17.1546 - Now turn themselves off when plants are resting.