Standing lamp

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Standing lamp

Standing lamp

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

Base Stats

Market Value
39 Silver [Note]
4 kg
Style Dominance
Path Cost


1 × 1
pass through only
Cover Effectiveness
Terrain Affordance
-30 W
Light Radius


Required Research
Work To Make
300 ticks (5 secs)
Resources to make
Steel 20
Deconstruct yield
Steel 10
Destroy yield

A standing lamp is a furniture item that produces light.


Standing lamps can be constructed once the electricity research project has been completed. Each requires Steel 20 Steel and 300 ticks (5 secs) of work modified by the construction speed of the builder.


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 small radius**. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, standing lamps are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of standing lamps will ever give more than 50% illumination (e.g. for rice plants, etc).

If the Ideology DLCContent added by the Ideology DLC is enabled, standing lamps can be set to darklight mode, which will please Ideoligions that prefer darkness.

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

(* Initially; this drops to 15 watts with Advanced Lights, see below)
(** 6 tiles diagonally, 7-9 orthogonally depending how you measure - see image, left)

Visual representation[edit]

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 lights[edit]

With the Advanced Lights 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.


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[edit]

  • 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.