
The light level is immediately followed by the brightness given in a percentage (%). The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). Each tile on the map has one of these light levels. Surgery success chance factor is optimized at 50% light or better.Decorative plants will grow in any light 30% or more.Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%.Therefore, lighting is not needed in areas only used for sleeping. Sleeping colonists will not have this thought. Colonists' mood - Colonists in sustained darkness will have the 'In darkness' thought.Power - Solar generators only produce power when naturally lit.Plant growth - With the exception of decorative plants, plants only grow when the light level is at least 51%.Light's importance lies in the following effects: Natural daytime light is no longer generated until it ends. Occasionally an eclipse befalls the planet. Roofed tiles will be dark unless lit artificially. Natural light is generated throughout the map on unroofed tiles. Artificial light is produced by appliances in a limited range. Light can be generated artificially or naturally. This number is a measure of the entire room, and does not change depending on where a pawn is standing.įor the standard furniture item, see standing lamp. The "Space" number shown in the Environment display is this count x 1.4. All objects that either slow down or prevent movement through are not counted towards Environment Space.
RIMWORLD WIND TURBINE FULL
This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various "spots".

This simulates the general disgust of seeing eyesores indoors versus encountering them outside.Įnvironment space (as opposed to the Need for Space) is the count of how much space there is to freely move around in a room. vomit, have one value when under a roof and a lower value when unroofed. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.Ĭertain unsightly objects, i.e. The contents of a tile have a cumulative effect on its beauty i.e. Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.
