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− | + | {{UC}} | |
− | + | {{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== | ||
+ | |||
+ | {| class = "wikitable" | ||
+ | |+ style = "text-align: left; font-size:120%;" |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 | ||
|} | |} | ||
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− | + | ==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'. | ||
− | == Beauty == | + | ==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== | ||
+ | {{Main|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== | ||
+ | {{Main|Floors}} | ||
+ | Flooring replaces the natural terrain. It has an effect on beauty and walking speed. | ||
+ | |||
+ | ==Beauty== | ||
{{Main|Beauty}} | {{Main|Beauty}} | ||
− | Terrain, flooring, objects, and plants attribute to a tile's 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 | + | 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. | 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== |
− | + | {{Main|Clearance}} | |
+ | As a colonist moves around the environment they observe the objects and free space around them to measure their clearance. | ||
− | == Flora == | + | ==Flora== |
{{Main|Plants}} | {{Main|Plants}} | ||
− | Certain plants and trees have beauty | + | Certain plants and trees have beauty and may provide cover. |
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− | + | ==Light== | |
+ | 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 between the hours of 4 and 20. Roofed tiles will be dark unless lit artificially. | ||
− | + | There are three light levels: <em>Lit</em>, <em>Brightly lit</em>, and <em>Dark</em>. 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 (%). | |
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− | There are three light levels: | ||
{| class="wikitable" style = "text-align:center; border-width=10;" width="260" | {| class="wikitable" style = "text-align:center; border-width=10;" width="260" | ||
Line 60: | Line 95: | ||
|} | |} | ||
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− | + | Light levels change throughout the day as follows: | |
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{| class = "wikitable" width="180" | {| class = "wikitable" width="180" | ||
! Start time | ! Start time | ||
Line 96: | Line 110: | ||
|} | |} | ||
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− | + | Light in roofed areas is provided by the following appliances: | |
+ | * [[standing lamp]] | ||
+ | * [[sun lamp]] (brightly lit) | ||
+ | * colored standing lamps: [[standing lamp (red)|[red]]] [[standing lamp (green)|[green]]] [[standing lamp (blue)|[blue]]] | ||
+ | Appliances that incidentally generate light are a crematorium, an electric smelter, a heater, and a campfire. | ||
− | + | Light's importance lies in the four elements it affects: | |
− | + | # Plant growth - Plants only grow when the light level is at least 50%. | |
− | + | # Power - Solar generators only produce power when naturally 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. | |
− | + | # Cover - A pawn in darkness has a 85% modifier against ranged weapons (Shooter has a -15% penalty). | |
+ | Occasionally an [[Events#eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends. | ||
− | [[Category: | + | [[Category:Environment]] |