Difference between revisions of "Temperature"

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=== Propped Doors ===
 
=== Propped Doors ===
Some structures, like the Geothermal Power Plant, produce heat on their own. By attaching a room with this building to another and controlling the airflow by having colonists prop open the doors, you can implement a cheaper heating solution for rooms like hydroponic farms that need heat to grow in winter. This will cut down on your electricity consumption and the entropy of the universe.
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Some structures, like the Geothermal Power Plant or Fueled Generator, produce heat on their own. By attaching a room with this building to another and controlling the airflow by having colonists prop open the doors, you can implement a cheaper heating solution for rooms like hydroponic farms that need heat to grow in winter. This will cut down on your electricity consumption and the entropy of the universe.
  
 
== Extreme Temperature Effects ==
 
== Extreme Temperature Effects ==

Revision as of 13:02, 23 April 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
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Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings)

Template:Item infobox Template:Item infobox
Template:Item infobox Template:Item infobox

Temperature can control and dictate every action of a colony. In many biomes temperature can reach some extreme highs and lows. Temperature also plays a major role and is affected by many things in world generation. The temperature in the outdoors stay fairly consistent and and can easily be the output for any cooler. Temperature can be controlled and even used as a weapon for any player with adequate power to burn in a raid.

Temperature equalizes through roof and walls. Unroofed areas always have the same temperature, even if only one tile is unroofed. Double-walls slow temperature equalization.

Management

Temperature can be a problematic thing in some places. It can, however, be managed quite simply, if you have the power. There following structures are used to manage temperature:

Cooler

The cooler is used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In the desert or rainforest it is a necessity for any base.

A cooler (in theory) is able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square. So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler.

Heater

The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 10 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.

A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticable in extremely cold or hot environments. Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square. So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater.

Vent

A vent allows transfer of temperature and gases from one room to another.

A vent will work best, if the rooms size which has the desired temperature is somewhere near the total free area of the room(s) that are connected to it by vents. Trying to cool multiple rooms by just a very small climatized corridor area for example, will cause the sleeping rooms to not equalize properly to the climatized small room. Also, chaining rooms with vents will cause each subsequent room to have a slightly higher/lower temperature than the room before. So the best results can be achieved by connecting each room directly with the climatized room. (e.g.: Always build vents for sleeping rooms at the wall that adjoins the climatized room)

Campfire

A campfire provides the same amount of heat as an electrical heater.

Propped Doors

Some structures, like the Geothermal Power Plant or Fueled Generator, produce heat on their own. By attaching a room with this building to another and controlling the airflow by having colonists prop open the doors, you can implement a cheaper heating solution for rooms like hydroponic farms that need heat to grow in winter. This will cut down on your electricity consumption and the entropy of the universe.

Extreme Temperature Effects

Temperatures below a pawn's minimum comfortable temperature or above their maximum comfortable temperature will cause them discomfort with mood debuffs and in extreme cases can cause death.

Ailments include:

Heatstroke - caused by prolonged exposure to extreme heat.

Hypothermia - caused by prolonged exposure to extreme cold.

Frostbite - injury to extremities caused by prolonged exposure to extreme cold.