Difference between revisions of "Standing lamp"

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{{Stub}}{{Rewrite|Cleanup and Format standardization}}{{see also|Sun lamp}}{{infobox main|furniture|
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{{See also|Sun lamp}}
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{{infobox main|furniture
 
| name = Standing lamp
 
| name = Standing lamp
 
| image = Standing lamp.png
 
| image = Standing lamp.png
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| destroyyield = nothing
 
| destroyyield = nothing
 
}}
 
}}
{{Info|A '''standing lamp''' is a [[furniture]] item that produces [[light]] at 50% up to seven squares away.}}
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{{Info|A '''standing lamp''' is a [[furniture]] item that produces [[light]].}}
Placing standing lamps in dark rooms eliminates the debuff [[Thoughts_list#In_darkness|"In darkness"]]. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]]. Standing lamps are constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after [[Research#Electricity|Electricity]] has been researched.
 
  
== Illumination area ==
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== Acquisition ==
Standing lamps light areas to 50% in a "7 tile" radius circle, then lighting fades rapidly, as shown in the image below.
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Standing lamps are constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after [[Research#Electricity|Electricity]] has been researched.
  
[[File:Standing lamp illumination area.png|400px||thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (8-9 tiles) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
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== Summary ==
 +
[[File:Standing lamp illumination area.png|300px|thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (8-9 tiles) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
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Standing lamps consume 30W of [[power]] to produce light, with a maximum of 50% illumination. In a 9-tile radius, lamps are bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|"In darkness"]]. However, they are not bright enough to grow most [[crop]]s indoors - which require 51% illumination. Light does not "stack", so no amount of standing lamps are bright enough for [[rice plant]]s.
  
Note that 50% illumination is the maximum available for this kind of lamp, no matter how many are used. Only the sun or the [[sun lamp]] give "Brightly lit" (100%), necessary for most [[plants|plant]] growth, but pawns are perfectly fine with "Lit" (30%) or better.
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Standing lamps can be set to darklight mode, which will please [[Ideoligion]]s that prefer darkness.{{IdeologyIcon}}
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Lamps can be uninstalled freely. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]].  
  
 
==== Visual representation ====
 
==== Visual representation ====
Also, the lighting that can be seen represented by in-game visual differences does not always correspond to the ''actual'' % of light on a tile. Also note that areas that are not in direct line of sight with a lamp can be quite well lit.  
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The lighting that can be seen represented by in-game visual differences does not always correspond to the ''actual'' % of light on a tile. Also note that areas that are not in direct line of sight with a lamp can be quite well lit. Using multiple lamps close to each other also gives the appearance of "white light" and a more well-lit area, though this has no actual effect in-game.
 
 
[[File:Illumination in 1-square wide corridor.png|500px|thumb|center| Line of sight is not always a limitation with light sources.]]
 
 
 
In the image above, the entire corridor is fully lit at 50%, even though the lamps are not in direct line with each tile.  However, the tiles diagonally above the lamps, on the other side of walls, are in total darkness, whereas they appear to be partially lit in the screenshot.
 
  
== Colored lights ==
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In the image below, the entire corridor is fully lit at 50%, even though the lamps are not in direct line with each tile. However, the tiles diagonally above the lamps, on the other side of walls, are in total darkness, whereas they appear to be partially lit in the screenshot.
{{see also|Standing lamp (blue)|Standing lamp (red)|Standing lamp (green)}}
 
There are three varieties of colored light: red, blue and green. The functionally is similar to the regular standing lamp but an aesthetic variant. However while the colored lights affect the brightness of tiles in same radius as the regular standing lamp, they are slightly less bright meaning tiles are only considered "lit" within 7 tiles of a colored lamp, instead of the 9 of the regular lamp.  
 
  
By using colored lights near each other, you can combine the colors.
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[[File:Illumination in 1-square wide corridor.png|300px|thumb|center| Line of sight is not always a limitation with light sources.]]
  
Using multiple lamps close to each other also gives the appearance of "white light" and a more well-lit area, though this has no actual effect in-game.
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== Advanced Lighting ==
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{{stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}
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With the [[Research#Advanced Lighting|Advanced Lighting]] research, the power cost of standing lamps are halved, to 15W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Standing lamps of different colors will blend together.
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<div><ul>
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<li style="display: inline-block; vertical-align: top;">
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[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a "rainbow" feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]
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</li>
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<li style="display: inline-block; vertical-align: top;">
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[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]
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</li>
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<li style="display: inline-block; vertical-align: top;">
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[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]
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</li>
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</ul></div>
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{{clear}}
  
[[File:ColoredLights.jpg|500px|center|Light % is not additive above the maximum that single colored lights provide.]]
 
<div class="center">
 
Combining different colored lights for a "rainbow" feel to your colony.<br>
 
<small>[https://www.reddit.com/r/RimWorld/comments/6688wn Screenshot courtesy of reddit user 'i_cant_even_english'.]</small>
 
</div>
 
 
== Styles ==
 
== Styles ==
{{Ideology|NoCategory}}
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{{Ideology|section=1}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
  
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</gallery>
 
</gallery>
  
<noinclude>{{nav|furniture|wide}}</noinclude>
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== Version history ==
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* [[Ideology DLC]] Release - '''Standing darklamp''' added.
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* [[Version/1.4.3523|1.4.3523]] - The Colored Lights research was replaced by the Advanced Lighting research. Light color selection system added, including darklight option. '''Standing lamp (red)''', '''standing lamp (blue)''', and '''standing lamp (green)''' unlockable variants, as well as the '''standing darklight'''{{IdeologyIcon}} merged into the '''standing lamp''', in both role and in existing saves.
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* [[Version/1.4.3555|1.4.3555]] - Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
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{{nav|furniture|wide}}
 
[[Category:Furniture]] [[Category:Lamp]]
 
[[Category:Furniture]] [[Category:Lamp]]

Revision as of 23:04, 6 February 2023

Standing lamp

Standing lamp

An electrical standing lamp that lights an area. People need light to move and work at full speed.

Base Stats

Type
BuildingFurniture
Market Value
39 Silver [Note]
Mass
4 kg
Style Dominance
5
HP
50
Flammability
100%
Path Cost
14

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
20%
Terrain Affordance
Light
Power
-30 W
Light Radius
9.09

Creation

Required Research
Electricity
Work To Make
300 ticks (5 secs)
Resources to make
Steel 20
Deconstruct yield
Steel 10
Destroy yield
nothing
Technical
thingCategories
BuildingsFurniture


A standing lamp is a furniture item that produces light.

Acquisition

Standing lamps are constructed with Steel 20 Steel in 300 ticks (5 secs) after Electricity has been researched.

Summary

The white area (7 tiles out) is 50% illumination, required for best surgery success chance; the yellow (8-9 tiles) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

Standing lamps consume 30W of power to produce light, with a maximum of 50% illumination. In a 9-tile radius, lamps are bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, they are not bright enough to grow most crops indoors - which require 51% illumination. Light does not "stack", so no amount of standing lamps are bright enough for rice plants.

Standing lamps can be set to darklight mode, which will please Ideoligions that prefer darkness.Content added by the Ideology DLC

Lamps can be uninstalled freely. Unlike most other powered structures, the lamp will not short circuit when unroofed in the rain.

Visual representation

The lighting that can be seen represented by in-game visual differences does not always correspond to the actual % of light on a tile. Also note that areas that are not in direct line of sight with a lamp can be quite well lit. Using multiple lamps close to each other also gives the appearance of "white light" and a more well-lit area, though this has no actual effect in-game.

In the image below, the entire corridor is fully lit at 50%, even though the lamps are not in direct line with each tile. However, the tiles diagonally above the lamps, on the other side of walls, are in total darkness, whereas they appear to be partially lit in the screenshot.

Line of sight is not always a limitation with light sources.

Advanced Lighting

With the Advanced Lighting research, the power cost of standing lamps are halved, to 15W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Standing lamps of different colors will blend together.

  • (pre 1.4) Combining different colored lights for a "rainbow" feel to your colony. Light % is not additive above the maximum that single colored lights provide.
  • Interface for choosing a lamp's color.
  • Gizmos that appear when selecting a lamp with the advanced lights research completed.

Styles

Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

Version history

  • Ideology DLC Release - Standing darklamp added.
  • 1.4.3523 - The Colored Lights research was replaced by the Advanced Lighting research. Light color selection system added, including darklight option. Standing lamp (red), standing lamp (blue), and standing lamp (green) unlockable variants, as well as the standing darklightContent added by the Ideology DLC merged into the standing lamp, in both role and in existing saves.
  • 1.4.3555 - Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.