Difference between revisions of "Environment"

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Light affects three aspects:
 
Light affects three aspects:
#. Plant growth - Plants only grow when brightly lit.
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# Plant growth - Plants only grow when brightly lit.
#. 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.
#. Cover - A pawn in darkness has a 60% modifier against ranged weapons.
+
# Cover - A pawn in darkness has a 60% modifier against ranged weapons.
  
 
[[Category:Environment]]
 
[[Category:Environment]]

Revision as of 05:11, 7 April 2015

Template:UC Template:Tocright Environment consists of several aspects throughout the map that are largely intangible but can have a great impact on human inhabitants, wild animals, and plant life. Many of these aspects are ruled by the map's biome.

Weather

Five main types of weather
Label Time of year Wind Notes
Clear Any None to Moderate
Rain Any Calm to Moderate Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain will turn into snow if the temperature falls below +2 degrees Celsius.
Fog Any None to Calm Fog can be normal or dense.
Thunderstorm Any Moderate to Extreme Thunderstorms can be dry or rainy. Lightning strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.
Snow Mainly Winter None to Moderate Snow, in most biomes, mainly falls during winter when the temperature usually falls below freezing. It is possible for snow to occur anywhere up to +2 degrees Celsius. Snow can also occur during a 'cold snap' if the temperature falls below +2 degrees Celsius

Terrain

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'.

Openness

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.

Temperature

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.

Flooring

Flooring replaces the natural terrain. It has an effect on beauty and walking speed.

Beauty

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 wood 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.

Clearance

As a colonist moves around the environment they observe the objects and free space around them to measure their clearance.

Flora

Certain plants and trees have beauty and may provide cover.

Light

Light is either generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles between the hours of 4 and 20. Roofed tiles will be dark unless lit artificially. There are three light levels: Lit, Brightly lit, and Dark. 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). Undiscovered map tiles provide no information.

Light levels change throughout the day as follows:

Start time Light level
4h Lit
7h Brightly lit
17h Lit
20h Dark

Light in roofed areas is provided by the following appliances:

Appliances that incidentally generate light are a crematorium, an electric smelter, and a heater.

Light affects three aspects:

  1. Plant growth - Plants only grow when brightly lit.
  2. 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.
  3. Cover - A pawn in darkness has a 60% modifier against ranged weapons.