Environment

----
The map environment are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.
== Beauty ==
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.
== Space ==
Environment space (as opposed to the Need for Space) is the count of how much space there is to freely move around in a room. 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". All objects that either slow down or prevent movement through are not counted towards Environment Space. The "Space" number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.
== Flora ==
Certain plants and trees have beauty, and may also provide cover to colonists.
== Light ==
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.
Occasionally an eclipse befalls the planet. Natural daytime light is no longer generated until it ends.
Light's importance lies in the following effects:
* Plant growth - Most plants have light requirements to grow.
:* 0% only: 
:* 0%+: 
:* 30%+: 
:* 50%+: All other plants
* Power - Solar generators only produce power when naturally lit.
* Colonists want 30% light or better. This affects:
:* Colonists' mood - Colonists in sustained darkness will have the 'In darkness' thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.
:* Colonists' movement speed - Colonists in darkness will have a reduced move speed, 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. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
:* 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%. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
* Surgery success chance factor is optimized at 50% light or better.
There are three light levels: Dark (0-29%), Lit (30-89%), and Brightly lit (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).
Light levels according to Light (%)	Light levels according to Light (%)	Light levels according to Light (%)	Light levels according to Light (%)
Light (%) 	0-29 	30-89 	90-100
Light level 	Dark 	Lit 	Brightly lit
=== Artificial light sources ===
Light in roofed areas is provided by the following appliances:
Name	Light Radius
=== Daylight timing and latitude ===
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.
Near the central latitude, light level change throughout the day as follows:
Start time	Light level
4h 	Lit
7h 	Brightly lit
17h 	Lit
20h 	Dark
==== Day Length Table ====
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.
Latitude	Aprimay 1	Aprimay 6	Aprimay 11	Jugust 1	Jugust 6	Jugust 11	Septober 1	Septober 6	Septober 11	Decembary 1	Decembary 6	Decembary 11
90° N 	0 	0 	0 	24 	24 	24 	24 	24 	24 	0 	0 	0
75° N 	0 	0 	0 	10.7 	24 	24 	24 	24 	24 	0 	0 	0
60° N 	11.2 	11.7 	12.8 	14.1 	15.5 	16.5 	16.8 	16.2 	15.0 	13.6 	12.3 	11.4
45° N 	12.6 	12.9 	13.5 	14.3 	15.1 	15.6 	15.8 	15.5 	14.8 	13.9 	13.2 	12.7
30° N 	13.5 	13.7 	14.0 	14.5 	14.9 	15.3 	15.4 	15.2 	14.8 	14.3 	13.9 	13.6
15° N 	14.3 	14.4 	14.5 	14.8 	15.0 	15.2 	15.2 	15.1 	14.9 	14.7 	14.5 	14.4
0° 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2 	15.2
15° S 	15.2 	15.1 	14.9 	14.7 	14.5 	14.4 	14.3 	14.4 	14.5 	14.8 	15.0 	15.2
30° S 	15.4 	15.2 	14.8 	14.3 	13.9 	13.6 	13.5 	13.7 	14.0 	14.5 	14.9 	15.3
45° S 	15.8 	15.5 	14.8 	13.9 	13.2 	12.7 	12.6 	12.9 	13.5 	14.3 	15.1 	15.6
60° S 	16.8 	16.2 	15.0 	13.6 	12.3 	11.4 	11.2 	11.7 	12.8 	14.1 	15.5 	16.5
75° S 	24 	24 	18.7 	15.0 	12.2 	10.4 	9.9 	11.0 	13.2 	16.4 	20.6 	24
90° S 	24 	24 	24 	24 	24 	0 	0 	0 	24 	24 	24 	24
==== Plant growth time table ====
Latitude	Aprimay 1	Aprimay 6	Aprimay 11	Jugust 1	Jugust 6	Jugust 11	Septober 1	Septober 6	Septober 11	Decembary 1	Decembary 6	Decembary 11
90° N 	0 	0 	0 	0 	24 	24 	24 	24 	24 	0 	0 	0
75° N 	0 	0 	0 	5.8 	24 	24 	24 	24 	18.6 	0 	0 	0
60° N 	8.9 	9.4 	10.5 	11.9 	13.2 	14.0 	14.3 	13.8 	12.7 	11.3 	10.0 	9.1
45° N 	11.0 	11.3 	11.9 	12.7 	13.4 	13.9 	14.1 	13.8 	13.1 	12.4 	11.6 	11.1
30° N 	12.2 	12.4 	12.7 	13.2 	13.6 	13.9 	14.0 	13.8 	13.4 	13.0 	12.6 	12.3
15° N 	13.2 	13.2 	13.4 	13.6 	13.8 	14.0 	14.0 	13.9 	13.7 	13.5 	13.3 	13.2
0° 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1 	14.1
15° S 	14.0 	13.9 	13.7 	13.5 	13.3 	13.2 	13.2 	13.2 	13.4 	13.6 	13.8 	14.0
30° S 	14.0 	13.8 	13.4 	13.0 	12.6 	12.3 	12.2 	12.4 	12.7 	13.2 	13.6 	13.9
45° S 	14.1 	13.8 	13.1 	12.4 	11.6 	11.1 	11.0 	11.3 	11.9 	12.7 	13.4 	13.9
60° S 	14.3 	13.8 	12.7 	11.3 	10.0 	9.1 	8.9 	9.4 	10.5 	11.9 	13.2 	14.0
75° S 	17.3 	16.0 	13.6 	10.6 	7.6 	5.1 	4.3 	6.0 	8.8 	11.8 	14.6 	16.7
90° S 	24 	24 	24 	0 	0 	0 	0 	0 	0 	0 	24 	24
==== Daylight math details ====
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).
If you only care about the final formula, go to "Final formula" below. Otherwise, carry on.
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:
:1. Obtain the factor "u" for the given latitude
::
Latitude	Value of u
<= 70 	0.2
[70, 75]	Latitude * 13/50-18
=>75 	1.5
:2. Obtain Sun Position Vector SP = {SPx, SPy, SPz}. Do note these formulas are not in degrees, but radians.
:* SPx = -cos(Hour * π / 12)
:* SPy = -cos(π * Day/30) * u
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180
::
Latitud 	Value of θ
<= -60 	19
[-60, 60]	36 - abs(x) * 17/60
[60, 70] 	19
[70, 75] 	299 - 4x
>75 	-1
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.
:* Δ = arc cos [ ( cos(Latitude) * SPx + sen(Latitude) * SPy ) / √ 1 + SPy2  ] 
:5. Sunlight = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).
Do note that the creation of the vector Latitude : {cos(latitude), sin(latitude), 0} was omitted for simplicity. 
Final Formula:
Where:
:
Latitude	Value of u
<= 70 	0.2
[70, 75]	Latitude * 13/50-18
=>75 	1.5
:
Latitud 	Value of θ
<= -60 	19
[-60, 60]	36 - abs(x) * 17/60
[60, 70] 	19
[70, 75] 	299-4x
>75 	-1
	
Interestingly, while some effects are applied differently above latitude 70 (70° N), these do not seem to apply below -70 (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.
Getting useful data from this formula is inconvenient. You can use this google doc to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.
== Openness ==
 
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.
Every tile on the map falls into one of three categories:
* Outdoors - not enclosed by any structure, even if there is a roof. 
* Indoors - completely enclosed structure, completely roofed.
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.
== Temperature ==
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.
== Terrain ==
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.
Natural surface terrain includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.
Terrain features include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.
=== Naturally generated surfaces ===
While most terrain properties are self-explanatory, some require special attention.
* Path cost determines how difficult is to travers a given terrain. 
* Move Speed Modifier is the net effect of said cost, and is obtained with the formula 13/(13 + Path cost) rounded.
* Terrain Support determines what kind of structures can be build on a given terrain. If a given structure has a Terrain Affordance not listed for a given terrain, then said terrain is not a valid construction site. The types used are:
**Light: Supports light structure.
**Medium: Supports medium structures.
**Heavy: Supports heavy structures.
**ShallowWater: Can be built on with things that are waterproof.
**MovingFluid (moving water): Contains power usable for hydroelectrics.
**Bridgeable: Bridge can be built over this terrain.
**GrowSoil (growable): Things can grow here. Unsure if is does anything or if merely indicative.
**Diggable: Able to build graves.
**SmoothableStone (smoothable): Can be ground and smoothed into smooth stone.
*Filth Mask determines what kind of filth can be applied on this terrain. Most natural floors only accept Unnatural filth, if any at all, but there are exceptions. 
*Tag use is unclear. It may be used on map generation.
As of Version/1.5.4104, all terrains with Heavy Terrain Support also support both Medium and Light. To help the readability of this table, only the Heavy tag will be used in those cases.
Type 	Move Speed Modifier	Fertility	TerrainSupport 	Bridgeable	Diggable	TerrainType	BeautyIndoors/Outdoors	Cleanliness	Filthmask	Dries To 	Tags 	Pathcost	GeneratesFilth	AllowsSpecialAttack	Others
Broken asphalt 	100% 	0% 	Heavy 	 	 	- 	-1 	-2 	 	- 	Road 	0 	 	 	
Packed dirt 	93% 	0% 	Heavy 	 	 	Soil 	-1 	-1 	 	- 	Road 	1 	Dirt 	 	
Chest-deep moving water	24% 	0% 	- 	 	 	- 	0 	0 	 	- 	Water 	42 	 	Water 	Extinguishes FireTraversing generates thought Soaking wet
Deep ocean water 	0% 	0% 	- 	 	 	- 	0 	0 	 	- 	Water ocean	300 	 	Water 	ImpassableExtinguishes Fire
Deep water 	0% 	0% 	- 	 	 	- 	0 	0 	 	- 	Water 	300 	 	Water 	ImpassableExtinguishes Fire
Shallow ocean water 	30% 	0% 	ShallowWater 	 	 	- 	0 	0 	 	Stony soil	Water ocean	30 	 	Water 	Extinguishes FireTraversing generates thought Soaking wet
Shallow moving water 	30% 	0% 	ShallowWater MovingFluid	 	 	- 	0 	0 	 	- 	Water River	30 	 	Water 	Extinguishes FireTraversing generates thought Soaking wet
Shallow water 	30% 	0% 	ShallowWater 	 	 	- 	0 	0 	 	Stony soil	Water 	30 	 	Water 	Extinguishes FireTraversing generates thought Soaking wet
Marsh 	30% 	0% 	ShallowWater 	 	 	- 	-3/0 	-2 	 	Soil 	- 	30 	Dirt 	Mud 	Extinguishes FireTraversing generates thought Soaking wet
Soil 	87% 	100% 	Heavy GrowSoil 	 	 	Soil 	-3/0 	-1 	 	- 	Soil 	2 	Dirt 	Dirt 	
Lichen-covered soil 	81% 	100% 	Heavy GrowSoil 	 	 	Soil 	-3/0 	-1 	 	- 	Soil 	3 	Dirt 	Dirt 	
Marshy soil 	48% 	100% 	Light GrowSoil 	 	 	Soil 	-3/0 	-2 	 	Soil 	Soil 	14 	Dirt 	Dirt 	
Rich soil 	87% 	140% 	Heavy GrowSoil 	 	 	Soil 	-3/0 	-1 	 	Soil 	Soil 	2 	Dirt 	Dirt 	
Stony soil 	87% 	70% 	Heavy GrowSoil 	 	 	- 	-3/0 	-1 	 	- 	Soil 	2 	Dirt 	Gravel 	
Sand 	76% 	10% 	Heavy 	 	 	Sand 	-3/0 	-1 	 	- 	Sand 	4 	Sand 	Sand 	
Soft sand 	48% 	0% 	Light 	 	 	Sand 	-3/0 	-1 	 	Sand 	Sand 	14 	Sand 	Sand 	
Mud 	48% 	0% 	- 	 	 	Soil 	-3/0 	-2 	 	Soil 	- 	14 	Dirt 	Mud 	
Ice 	48% 	0% 	Heavy 	 	 	- 	-3/0 	0 	 	- 	- 	14 	Dirt 	 	-
Polluted terrain 	- 	0-50% 	- 	- 	- 	- 	-1 	- 	- 	- 	- 	- 	- 	- 	Fertility can't exceed 50%.Overlay: Applies stats over existing terrain (additive)Overlay: Changes graphics of affected terrain.Can be removed.Allows growth of Toxipotato, Gray pine, Pebble cactus, Rat palmPrevents growth of most other plants.Colonist receive toxic buildup from waking here.
Rough stone 	 	0% 	Heavy 	 	 	Stone 	-1 	0 	 	- 	- 	2 	 	 	SmooothableHardcoded
Rough-hewn stone 	 	0% 	Heavy 	 	 	Stone 	-1 	0 	All 	- 	- 	1 	 	 	SmooothableHardcoded
Smooth stone 	 	0% 	Heavy 	 	 	Stone 	2 	0 	All 	- 	- 	0 	 	 	5.Natural, non-generated floor/terrain hybrid.PaintableHardcoded
Gray surface 	87% 	0% 	Heavy 	 	 	? 	0 	0 	? 	- 	? 	2 	 	 	Only present on the Labyrinth.
Flesh 	87% 	0% 	Heavy 	 	 	? 	-10/-5 	-3 	? 	- 	? 	2 	? 	 	Behaves like a natural Floor.Cleaning time Mult 150%Removable.Inflammable 32%
:The kind of Filth accepted by this terrain. denotes terrains that accept Unnatural filth, those that accept none. Special cases are denoted as such.
:As Stony soil doesn't exist in Sea ice nor Ice sheet, it dries to Ice instead.
:All of these attacks have a cooldown of 1.5 seconds, require the KickMaterialInEyes capacity, and apply a Hediff of the same name.
:4 All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when drafted
:5Redundant due to being Impassable. It would result in a 4.2% Move Speed Modifier otherwise.
:The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.
:Plus any defined on NaturalTerrainBase. In vanilla, this in just Unnatural filth.
:Not on the xml files but rather defined programmatically for all stone types.
=== Steam geyser ===
 Steam geysers are terrain features that allow the placement of a geothermal generator on them and also output a significant amount of heat when sealed in a roofed room. 
The steam geyser sprays after a random delay between and . It will then spray for between and . While spraying, it will output 40 heat every . Thus, it averages heat per second, with no maximum temperature. 
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of temperature regulation, geysers require an enclosed and roofed room to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.
== Weather ==
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. 
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's nominal power output of W. At 50% wind speed a wind turbine produces W up to a maximum of W at 150%. Note that the "max power output" listed in the infobox claims that W is the maximum under "ideal conditions" - this is incorrect. 
The Weather controllers can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. 
 Weather types
Label 	Time of year 	Temperature range Can continue even if the temperature exits the appropriate range, once started.	Accuracy modifier	Movement speed modifier	Wind speed 	Wind speed modifier	Can put out fires	Snowing rate	Notes
Clear 	Any 	Any 	100% 	100% 	None to Moderate 	100% 	No 	None 	
Fog 	Any 	Any 	50% 	100% 	None to Calm 	50% 	No 	None 	Suppresses firewatcher if forced
Rain 	Any 	 	80% 	90% 	Calm to Moderate 	80% 	Yes 	None 	Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.
Dry Thunderstorm 	Any 	Any 	100% 	100% 	Moderate to Extreme	150% 	No 	None 	Lightning strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.
Rainy Thunderstorm	Any 	Any 	80% 	80% 	Moderate to Extreme	150% 	Yes 	None 	
Foggy rain 	Any 	Any 	50% 	90% 	None to Calm 	150% 	Yes 	None 	
Hard snow 	Mainly Winter	 	80% 	80% 	None to Moderate 	150% 	Yes 	120% 	Weather event that can distribute Snow onto the terrain.
Soft snow 	Mainly Winter	 	80% 	100% 	None to Moderate 	150% 	Yes 	80% 	Weather event that can distribute Snow onto the terrain.
Flashstorm 	Any 	Any 	100% 	100% 	None to moderate 	100% 	No 	None 	An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). Lightning strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.
Gray Pall 	Any 	Any 	80% 	100% 	None to Calm 	50% 	No 	None 	Weather event that can occur occasionally after the Monolith has been activated. Colonists inside during gray pall will receive while pawns outside will recieve .
== Lightning ==
Lightning is created either naturally through thunder and flashstorms, or artificially with the flashstorm psycast. These do 10 Flame damage in a 3x3 area (1.9 block radius) and start fires to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in development mode.
Lightning is bright enough to momentarily power solar generators and grow plants.
== Version history ==
* 0.0.245 - Weather (rain/fog) now affects chances of hitting a target
* 0.3.410 - Rain now slowly washes away blood. Added rich dirt patches.
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -> 22. Sand fertility 6% -> 10%.
* Version/1.1.0 - Fix: Wind turbines register no wind during windy storm.
Category:RimWorld game