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Difference between revisions of "RA2lover/Sandbox/Grow light automation"

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(Copy of https://stationeers-wiki.com/index.php?title=Grow_light_automation&oldid=22504 revision. Will likely throw nearly all of this away during the rewrite, though.)
 
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== Disclaimer ==
 
== Disclaimer ==
 
Due to the frequency of game updates, all solutions are subject to change and may or may not be functional.
 
Due to the frequency of game updates, all solutions are subject to change and may or may not be functional.
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The designs on this page are valid as of v0.2.3771.18264 (2023-01-12)
 
The designs on this page are valid as of v0.2.3771.18264 (2023-01-12)
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==Plant mechanics==
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Plant growth rate is multiplied by its growth efficiency. Thus, maximizing growth efficiency results in a more effective farm.
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<br>Factors which affect it are Breathing, Hydration, Temperature, Pressure, and '''Light''' efficiencies, the plant's Growth speed gene, and a small random variance assigned when planting each plant. <!--default: ±2%, Objects.Items.Plant._growthEfficiencyRngRange-->
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<br>Proper grow light use can maximize light efficiency.
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===Maximizing Light Efficiency=== <!--Objects.Items.PlantRecord::UpdateRecord-->
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Factors which affect light efficiency include a multiplicative debuff of 1/1+Light Stress, and a multiplicative buff which is applied if both light and darkness requirements are fully met.
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Light Stress increases by 1% every time a plant transitions from light to darkness or vice-versa. The amount of times this happens should be minimized if possible.
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A plant counts as being in light if it receives at least 1% of earth's average solar irradiance (1367 W/m²). Grow lights within distance of a plant count as an additional 80% solar irradiance regardless of how close they are to it. Multiple grow lights illuminating the same plant don't stack.
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==Farm designs==
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Farms benefitting from grow lights can be generally separated into two types: Indoor farms that can be placed in locations without regular sunlight exposure, and outdoor greenhouses where grow lights are used to augment the sun and provide faster growth rates.
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<!-- rest of old guide for now. will start changing this later. solar angle thing is incorrect outside the moon and even technically incorrect within it, as a starter. -->
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== Geometry of Daylight Sensors ==
 
== Geometry of Daylight Sensors ==

Revision as of 10:21, 8 November 2025

Disclaimer

Due to the frequency of game updates, all solutions are subject to change and may or may not be functional.


The designs on this page are valid as of v0.2.3771.18264 (2023-01-12)

Plant mechanics

Plant growth rate is multiplied by its growth efficiency. Thus, maximizing growth efficiency results in a more effective farm.
Factors which affect it are Breathing, Hydration, Temperature, Pressure, and Light efficiencies, the plant's Growth speed gene, and a small random variance assigned when planting each plant.
Proper grow light use can maximize light efficiency.

Maximizing Light Efficiency

Factors which affect light efficiency include a multiplicative debuff of 1/1+Light Stress, and a multiplicative buff which is applied if both light and darkness requirements are fully met.

Light Stress increases by 1% every time a plant transitions from light to darkness or vice-versa. The amount of times this happens should be minimized if possible. A plant counts as being in light if it receives at least 1% of earth's average solar irradiance (1367 W/m²). Grow lights within distance of a plant count as an additional 80% solar irradiance regardless of how close they are to it. Multiple grow lights illuminating the same plant don't stack.


Farm designs

Farms benefitting from grow lights can be generally separated into two types: Indoor farms that can be placed in locations without regular sunlight exposure, and outdoor greenhouses where grow lights are used to augment the sun and provide faster growth rates.








Geometry of Daylight Sensors

The Solar Angle variable from Daylight Sensors go from 0 degrees at mid-day, to 180 degrees at midnight, and then back to 0 degrees. The value is never negative.

Daylight sensor vertical.png

How much light/dark do plants need?

Plant 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Corn L L L L L L L L L D D D D
Potato L L L L L L L L L L D D D D
Pumpkin L L L L L L L L L D D
Rice L L L L L L L L L L D D D D D
Soybean L L L L L L L L L L D D D D D
Tomato L L L L L L L L D D D D D
Wheat L L L L L L L L L L D D D D D
Darga Fern L L L L L L L L L L D D D D D
Fern L L L L L L L L D D D D D
Hades Alpha L L L L L L L L L L D D D D D
Hades Beta L L L L L L L L L L D D D D D
Peace Lily L L L L L L L L L L D D D D D
Switch Grass L L L L L L L L L L D D D D D
Tropical Lily L L L L L L L L L L D D D D D
Winterspawn Alpha L L L L L L L L L L D D D D D
Winterspawn Beta L L L L L L L L L L D D D D D

As you can see from the table above, most plants need a minimum of 10 minutes of light, and 5 minutes of darkness. We can split the remaining 5 minutes equally, giving us 12.5 minutes of light and 7.5 minutes of darkness.

Let's do some math...

  • The planet rotates 360 degrees per day.
  • A day is 20 minutes.

360 degrees / 20 minutes = 18 degrees per minute

  • We need light for 12.5 minutes per day.

18 degrees per minute * 12.5 minutes = 225 degrees

  • We want half the light-budget on either side of mid-day

225 degrees / 2 = 112.5 degrees on either side

Bringing it all together

What you need:

  • Logic I/O (x2) > Reader and Batch Writer
  • Logic Processor > Compare
  • Logic Memory
  • Kit (Sensor) > Daylight Sensor
  • Place the Daylight Sensor. Direction of data-port doesn't matter.
  • Logic Reader > IN: Daylight Sensor VAR: Solar Angle
  • Logic Memory > Value: 112.5
  • Logic Compare > 1: Logic Reader 2: Logic Memory OUT: Less
  • Logic Batch Writer > IN: Logic Compare OUT TYPE: Grow Light OUT VAR: On

Saving Power

You can save a bit of power by delaying turning on the light. If you reduce the time with lights to 10.5 minutes, then you can set the Logic Memory to 94.5.