Difference between revisions of "Sun lamp"

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(Added a Strategy section to Sun Lamps. ~ Setokaiva)
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A sun lamp provides artificial sunlight during the day. Sun lamps need to be protected by a roof, otherwise exposure to rain and snow will cause a short circuit with a fiery explosion. Selecting the lamp opens its menu which offers the option to create a growing zone around it which matches the shape of the lamp's light radius. Sun lamps automatically turn themselves off at night to save power while the plants are resting. The excess power produced during the night can be saved up by employing [[Battery|batteries]], which is good because at 2900W, sun lamps use a great amount of power.
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Sun lamps provide artificial light to roofed growing zones (greenhouses) at high power expense (2,900 watts). A sun lamp will illuminate tiles within a five-block radius at 100% and outside tiles at only 50% or less. Sun lamps automatically turn themselves off at night to save power while the plants are resting. Once installed, the lamp menu offers the option to create a growing zone that matches its radius.  Sun lamps become available after [[research]]ing Electricity.
  
===Light radius===
 
A sun lamp will brightly illuminate (100%) tiles within a five-block radius. Tiles outside the highlighted area will still be illuminated, but only at 60% or less.
 
  
===Greenhouses===
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=== Short circuits ===  
Sun lamps let plants be grown indoors. Sun lamps don't produce heat, so temperature control devices may be required to maintain a healthy temperature for plants.
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Rain on a powered sun lamp will cause short circuits and fires. A roof will prevent this.
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If the area is unroofed, you can simply switch the sun lamp off.
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== Greenhouses ==
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Sun lamps allow indoor plantations but don't produce heat, so [[heater]]s may be required to attain proper conditions for plant growth.  [[Events#Solar flare|Solar flares]] will cut the energy power so prepare a [[shelf]] with emergency wood to build [[campfire]]s to keep the room temperature above -10C. Double-width walls provide more insulation against temperature changes (and thus save power with [[heater]]s or [[cooler]]s), as well as better protection from attacks.
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[[Hydroponics basin]]s increase the growing rate in low fertility tiles but are dependent on electricity, without power all plants on it will die soon.
  
The light from sun lamps can grow plants both in the ground and in [[hydroponics basin]]s.  These growing areas can even be combined to collect all the output from sun lamps. For instance, on an [[Biomes#Ice_sheet|ice sheet]] map, it's possible to grow ground-only crops like [[hay]] or [[devilstrand]] in the few gravel patches available while still using hydroponic basins adjacent to them, all under the coverage of the same sun lamp.
 
  
 
[[File:Sun lamp H.png|900px]]
 
[[File:Sun lamp H.png|900px]]
  
== Strategy ==
 
As sun lamps consume a great deal of power, they indirectly cost your colony a lot of [[Steel|steel]] and [[Component|components]] in turn to build the power generators needed to supply them. If you can spare the space for it, it can be worthwhile to make the [[Wall|walls]] of rooms dedicated to growing zones fed by sun lamps double-thick, so as to provide more insulation against temperature changes (and thus consume less power for [[Heater|heaters]] or [[Cooler|coolers]]). This will make your sun-powered farms a little bit more efficient in the long run while keeping your plants growing through heat waves and the dead chill of winter, as well as provide more construction experience for your colonists building the walls.
 
 
{{nav|furniture|wide}}
 
{{nav|furniture|wide}}
 
[[Category:Furniture]]
 
[[Category:Furniture]]
 
[[Category:Food]]
 
[[Category:Food]]

Revision as of 02:26, 5 July 2019

Sun lamp

Sun lamp

Lights an area brightly enough to grow crops.

Base Stats

Type
Furniture
Mass
4.5 kg
HP
50

Building

Size
1
Placeable
Yes
Power
- 2900 W

Sun lamps provide artificial light to roofed growing zones (greenhouses) at high power expense (2,900 watts). A sun lamp will illuminate tiles within a five-block radius at 100% and outside tiles at only 50% or less. Sun lamps automatically turn themselves off at night to save power while the plants are resting. Once installed, the lamp menu offers the option to create a growing zone that matches its radius. Sun lamps become available after researching Electricity.


Short circuits

Rain on a powered sun lamp will cause short circuits and fires. A roof will prevent this.

If the area is unroofed, you can simply switch the sun lamp off.

Greenhouses

Sun lamps allow indoor plantations but don't produce heat, so heaters may be required to attain proper conditions for plant growth. Solar flares will cut the energy power so prepare a shelf with emergency wood to build campfires to keep the room temperature above -10C. Double-width walls provide more insulation against temperature changes (and thus save power with heaters or coolers), as well as better protection from attacks.

Hydroponics basins increase the growing rate in low fertility tiles but are dependent on electricity, without power all plants on it will die soon.


SimpleGreenhouse.png