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Even though most plants will die without sunlight, foraging for food during a [[caravan]] will still function as normal and plant will still spawn when settling or entering these maps for the first time. The normal [[Time|day cycle]] also still occurs - plants will still go through their rest state at the usual times, [[sun lamp]]s will turn on and off, and [[night owl]]s will prefer their specific schedules. Lights from [[aurora]]s still appear as normal and will provide light and positive mood, and [[eclipse]]s still occur and will grant ideoligions with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} its usual moodlet.  
 
Even though most plants will die without sunlight, foraging for food during a [[caravan]] will still function as normal and plant will still spawn when settling or entering these maps for the first time. The normal [[Time|day cycle]] also still occurs - plants will still go through their rest state at the usual times, [[sun lamp]]s will turn on and off, and [[night owl]]s will prefer their specific schedules. Lights from [[aurora]]s still appear as normal and will provide light and positive mood, and [[eclipse]]s still occur and will grant ideoligions with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} its usual moodlet.  
  
Sun blockers will not spawn in mech clusters or as quest threats if a colonist or prisoner has an ideoligion with the [[Ideoligion#Darkness|Darkness]] or [[Ideoligion#Tunneler|Tunneler]] memes.{{IdeologyIcon}}  Note that this does not check for the presence of the [[Ideoligion#Combat in darkness|Combat in Darkness]] or [[Ideoligion#Lighting|Lighting]] precepts,{{IdeologyIcon}} nor does it count the ideologion of [[slaves]].{{IdeologyIcon}}
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Sun blockers will not spawn in mech clusters or as quest threats if a colonist or prisoner has an ideoligion with the [[Ideoligion#Darkness|Darkness]] or [[Ideoligion#Tunneler|Tunneler]] memes.{{IdeologyIcon}}  Note that this does not check for the presence of the [[Ideoligion#Combat in darkness|Combat in Darkness]] or [[Ideoligion#Lighting|Lighting]] precepts.{{IdeologyIcon}}  
  
 
Multiple sun blockers affecting a given tile has no additional effect.
 
Multiple sun blockers affecting a given tile has no additional effect.
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Sun blockers can be anything from a significant threat to a significant boon depending on the colony. If a colony relies extensively on power from [[solar generator]] or grazing animals for food, then destroying a sun blocker will be a priority. Usually, however, significant issues like crop losses leading to famine, take a while to accrue. This makes a sun blocker one of the less urgent condition causers, and one that can be adapted to long term even without DLC content - sun lamps, torches and lamps.  
 
Sun blockers can be anything from a significant threat to a significant boon depending on the colony. If a colony relies extensively on power from [[solar generator]] or grazing animals for food, then destroying a sun blocker will be a priority. Usually, however, significant issues like crop losses leading to famine, take a while to accrue. This makes a sun blocker one of the less urgent condition causers, and one that can be adapted to long term even without DLC content - sun lamps, torches and lamps.  
  
Sun blockers can be very powerful when combined with the [[Ideoligion#Combat in darkness|Combat in Darkness: Preferred]] precept {{IdeologyIcon}}, providing a massive accuracy boost when outside. However, sun blockers still come with the work and move speed penalties in darkness and prevent regular crop growth. Work and move penalties can be completely mitigated by using [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Sun lamps can be used to grow crops, or you can grow [[nutrifungus]],{{IdeologyIcon}} which does not need light (though still needs a roof over it). Both precepts have penalties while the sun still shines, and nutrifungus is disliked by most ideologies. However, [[Ideoligion#Fluid ideoligions|fluid ideoligion]]s can add memes / precepts after a sunblocker lands.
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Sun blockers can be very powerful when combined with the [[Ideoligion#Combat in darkness|Combat in Darkness: Preferred]] precept {{IdeologyIcon}}, providing a massive accuracy boost when outside. However, sun blockers still come with the work and move speed penalties in darkness and prevent regular crop growth. Work and move penalties can be completely mitigated by using [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Sun lamps can be used to grow crops, or you can grow [[nutrifungus]],{{IdeologyIcon}} which does not need light (though still needs a roof under it). Both precepts have penalties while the sun still shines, and nutrifungus is disliked by most ideologies. However, [[Ideoligion#Fluid ideoligions|fluid ideoligion]]s can add memes / precepts after a sunblocker lands.
  
The [[Genes#Dark vision|Dark vision]] gene {{BiotechIcon}} also negates the work and speed penalties of darkness. This comes with no downsides in the sun, other than the {{--|1}} metabolic efficiency. Just the gene alone means you'll almost always have a speed advantage over Baseliner raiders, useful for kiting especially. However, the power and crop losses are usually not worth it unless you are already independent from sunlight. This gene is also redundant with the Lighting: Darklight Preferred precept.
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The [[Genes#Dark vision|Dark vision]] gene {{BiotechIcon}} also negates the work and speed penalties of darkness. This comes with no downsides in the sun, other than the {{--|1}} metabolic complexity. Just the gene alone means you'll almost always have a speed advantage over human raiders, useful for kiting especially. However, the power and crop losses are usually not worth it unless you are already independent from sunlight. This gene is also redundant with the Lighting: Darklight Preferred precept.
  
 
== Trivia ==
 
== Trivia ==

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