Difference between revisions of "Sun lamp"

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<onlyinclude>
+
{{infobox main|furniture|
{{infobox main|misc|
 
 
|name = Sun lamp
 
|name = Sun lamp
 
|image = LampSun.png|Sun lamp
 
|image = LampSun.png|Sun lamp
|info = Lights an area brightly enough to grow crops.
+
|description = Lights an area brightly enough to grow crops.
|type = Misc{{!}}Miscellaneous
+
|type = Furniture
|type2 = Furniture{{!}}Furniture
+
|type2 =  
|placeable = y
+
|placeable = Yes
|size = 1|1
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|size = 1 ˣ 1
 
|hp = 50
 
|hp = 50
|power = - 1600
+
|power = - 2900
|buy = {{icon|metal|25}}
+
|work to make = 330
|sell = {{icon|metal|10}}
+
|resources to make = {{icon|steel|40}}
 +
|deconstruct yield = {{icon|steel|30}}
 +
|mass base = 4.5
 
}}
 
}}
</onlyinclude>
+
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. This energy-use pattern means they can be efficiently powered by solar panels. 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.
A sun lamp is a lamp that is used to continue the growth of plants indoors or outside, even when no sunlight is shining.
 
A sun lamp uses over 10 times as much power as a '''[[Standing lamp|standing lamp]]''' does, and therefore shouldn't be used to only light up a room, especially if it's a small room.
 
  
  
Sun lamps are primarily used indoors near '''[[Hydroponics basin|hydroponics tables]]''' in order to provide the indoor plants with light that is bright enough for the plants to grow without sunlight.  If a sun lamp is left outside, it can become a potential hazard if it begins to rain. If this was to occur, the sun lamp has a chance to short circuit, starting a fire and damaging anything around the lamp.
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=== Short circuits ===
 +
Rain on a powered sun lamp will cause short circuits and fires. A roof will prevent this.
  
==Light radius==
+
If the area is unroofed, you can simply switch the sun lamp off. In biomes with a growing season, turning off the sunlamp and removing the the roof can help save power when the weather is warm.
  
A sun lamp will brightly illuminate (100%) tiles within a five-block radius as shown:
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== Greenhouses ==
 +
Sun lamps allow indoor growing 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 power, so prepare a [[shelf]] with emergency wood to build [[campfire]]s to keep the room temperature above -10C/14F (below which most plants will rapidly die). Double-width walls provide more insulation against temperature changes (and thus save power on [[heater]]s or [[cooler]]s), as well as offering better protection from attacks.
  
[[File:SunlampLightArea.png|400px]]
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Sun lamps placed on dirt can let your colony produce things like corn or smokeleaf even during a toxic fallout, or in a cold biome with no growing season. If you maintain proper growing temperature, a dirt floor greenhouse will have 100% fertility on normal soil and 140% on fertile soil. Trees such as pine, birch, saguaro or cocoa trees cannot be grown in a greenhouse because they can't be planted under a roof.
  
Tiles outside the highlighted area will still be illuminated, but only at 60% or less.
+
[[Hydroponics basin]]s boost plant growth to 280% speed and do not require soil. However, they can only grow certain crops and are dependent on electricity. If a hydroponics basin loses power, all plants on it will die quickly. The configuration in the image below will fit 24 hydroponics basins under a single sunlamp.  
  
==Hydroponics==
+
[[File:SunlampHydroponics.png|frameless]]
It is possible to fit 24 hydroponics basins inside the "brightly lit" area of a sun lamp with the following configuration:
 
  
[[File:SunlampHydroponics.png]]
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If you have [[Biofuel_refinery|biofuel refining]] researched, you can use food produced by hydroponics to fuel chemfuel generators to help power the greenhouse array. This is so efficient that it violates thermodynamics, and leaves you with spare food for your colonists as well.
  
If there is a roof over the hydroponics area, it may be wise to use the four empty tiles for roof support columns.  This is not necessary if there are supports immediately outside the sun lamp's radius.
+
In 1.0 you need to place the sun lamp's growing zone manually. It can be made as a plus sign (+) in which each line is 5 tiles wide by 11 tiles long, with a 9 by 9 square in the middle. You can use the Planning tool to map this zone before placing your sun lamp.  
  
==How to prevent short circuits==
+
The lamp blueprint will show the outline of its light radius until it is placed. Once the blueprint has been placed, the light radius won't be visible again until the lamp has been built.
If it is raining on the sunlamp it '''WILL''' short circuit and cause fires. To prevent this, simply build a wall and build some roofs connected to the wall over the sun lamp.
 
  
  
 +
=== Legacy controls ===
  
 +
In previous versions of the game, the sun lamp menu allowed you to automatically create a growing zone within its light radius.
  
Like this:<br/>
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[[File:Sun lamp H.png|500px]]
&#9673; - Sun lamp <br/>
 
&#9641; - ''[[Wall]]''<br/>
 
&#9634; - ''[[Power conduit]]'' <br/>
 
  
<pre>
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{{nav|furniture|wide}}
 
 
Roof under construction.
 
Build walls first, then sell unnecessary walls and last build the lamp
 
&#9641; &#9641; &#9641;
 
&#9641; &#9673; &#9641; &#9634; &#9634; &#9634;
 
&#9641; &#9641; &#9641;
 
</pre>
 
 
 
Please note that a recent change in how roofing is created has made it so that there is a hole in the middle. The fix is to place the lamp on a square the walls previously stood on.
 
 
 
<pre>
 
 
 
Roof done, the lamp is protected & the unnecessary walls has been sold. (the lamp is moved to be under the roof)
 
  &#9673; &#9634; &#9641; &#9634; &#9634; &#9634;
 
</pre>
 
 
 
{{nav|misc|wide}}
 
[[Category:Miscellaneous]]
 
 
[[Category:Furniture]]
 
[[Category:Furniture]]
 
[[Category:Food]]
 
[[Category:Food]]

Revision as of 05:38, 6 September 2020

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 × 1
Placeable
Yes
Power
- 2900 W

Creation

Work To Make
330 ticks (5.5 secs)
Deconstruct yield
Steel 30

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. This energy-use pattern means they can be efficiently powered by solar panels. 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. In biomes with a growing season, turning off the sunlamp and removing the the roof can help save power when the weather is warm.

Greenhouses

Sun lamps allow indoor growing but don't produce heat, so heaters may be required to attain proper conditions for plant growth. Solar flares will cut the power, so prepare a shelf with emergency wood to build campfires to keep the room temperature above -10C/14F (below which most plants will rapidly die). Double-width walls provide more insulation against temperature changes (and thus save power on heaters or coolers), as well as offering better protection from attacks.

Sun lamps placed on dirt can let your colony produce things like corn or smokeleaf even during a toxic fallout, or in a cold biome with no growing season. If you maintain proper growing temperature, a dirt floor greenhouse will have 100% fertility on normal soil and 140% on fertile soil. Trees such as pine, birch, saguaro or cocoa trees cannot be grown in a greenhouse because they can't be planted under a roof.

Hydroponics basins boost plant growth to 280% speed and do not require soil. However, they can only grow certain crops and are dependent on electricity. If a hydroponics basin loses power, all plants on it will die quickly. The configuration in the image below will fit 24 hydroponics basins under a single sunlamp.

SunlampHydroponics.png

If you have biofuel refining researched, you can use food produced by hydroponics to fuel chemfuel generators to help power the greenhouse array. This is so efficient that it violates thermodynamics, and leaves you with spare food for your colonists as well.

In 1.0 you need to place the sun lamp's growing zone manually. It can be made as a plus sign (+) in which each line is 5 tiles wide by 11 tiles long, with a 9 by 9 square in the middle. You can use the Planning tool to map this zone before placing your sun lamp.

The lamp blueprint will show the outline of its light radius until it is placed. Once the blueprint has been placed, the light radius won't be visible again until the lamp has been built.


Legacy controls

In previous versions of the game, the sun lamp menu allowed you to automatically create a growing zone within its light radius.

SimpleGreenhouse.png