Heater

From RimWorld Wiki
Revision as of 20:55, 6 November 2022 by Hordes (talk | contribs) (→‎Summary)
Jump to navigation Jump to search
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu

Heater

Heater

A device that converts electricity into heat. It can automatically turn itself on or off to reach a specific target temperature.

Base Stats

Type
BuildingTemperature
Market Value
131 Silver [Note]
Mass
6 kg
HP
100
Flammability
50%
Path Cost
30 (30%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Blocks Wind
True
Terrain Affordance
Light
Power
-175 W
Light Radius
1.65

Creation

Required Research
Electricity
Skill Required
Construction 5
Work To Make
1,000 ticks (16.67 secs)
Resources to make
Steel 50 + Component 1
Deconstruct yield
Steel 25 + Component 0 - 1
Destroy yield
Steel 12 - 13 + Component 0 - 1
Technical
thingCategories
BuildingsTemperature


The heater is a device that can be used to raise the temperature in a room.

Acquisition

Constructing a passive cooler requires Electricity to be researched, which New Arrivals start with. It requires Steel 50 Steel, Component 1 Component and is constructed in 1,000 ticks (16.67 secs).

Summary

Heaters are placed on the floor. Unlike most objects, they can't be rotated, but can be uninstalled. A powered heater will warm up an enclosed room up to the target temperature, ignorant of placement. A heater in the corner of the room is as effective as a heater placed in the center. The heat naturally spreads throughout rooms, sped up by open doors or vents. One heater can only warm so much, and factors like room size may make the target unreachable - see Temperature for more details.

Heaters have two states of power consumption: high and low.

  • A heater that is actively heating consumes 175W (high power).
  • If the target temperature is reached, a heater consumes 17 W (low power).

As heat constantly spreads to colder surroundings, heaters often remain at high power. If you have multiple heaters in a room, you can exploit this by having each one be 1 degree higher than the last - one will actively heat the room, while the others will be in low power state.

Heaters can theoretically warm up to 1800 degrees, total - 1 tile by 1800 degrees, 50 tiles by 36 degrees - but this is before considering heat leakage. Simple testing reveals that with an exterior temperature of -17 °C (1.4 °F), a single heater with a target temperature of about 20 °C (68 °F) can maintain a room with a 9x9 exterior. A single heater with a target temperature of 10 °C (50 °F) can maintain a room with an 11x11 exterior.

In addition to providing heat, the heater will illuminate each tile surrounding it with ~50% light level (Lit), dropping to <10% light level (Dark) at two tiles.

Analysis

Heaters are very helpful in cold biomes, and useful in temperate biomes during winter or a cold snap. If a pawn is too far below their Minimum Comfortable Temperature, they are vulnerable to the potentially lethal Hypothermia and Frostbite, and receive the Cold negative moodlet. Warm clothing like parkas instead increase the comfortable temperature range, but clothes must be fitted for every pawn. A colonist sleeping under 16 °C (60.8 °F) gives them the -4 Slept in the cold moodlet, regardless of warm clothing.

Heating is necessary to grow crops outside of their growing season. As heaters require an enclosed and roofed room to function, a sun lamp must be used to provide light. This is the only way to grow crops in extreme biomes like an ice sheet. Hydroponics, combined with a heater and sun lamp, may be used to grow crops where there is no soil.

If resources and/or electricity are unavailable, a campfire may be used instead. They are much less wood efficient than multiple heaters and a wood-fired generator, and their temperature can't be controlled, so pawns may instead be disgruntled by the heat.

Version history