Difference between revisions of "Darktorch"
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== Summary == | == Summary == | ||
− | The darktorch | + | The darktorch outputs [[light]] in a 7 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{temperature|23}} at a rate of 3.5 heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}} |
− | It | + | It consumes {{icon small|wood}} 1.5 [[wood]] per day as long as it is lit. It can hold up to {{icon small|wood}} 20 wood at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any "fuel" remaining. |
+ | |||
+ | If under the [[rain]] and unroofed, it consumes an additional {{icon small|wood}} 0.0006 wood per {{ticks|1}}, or {{#expr: 1.5+ (0.0006*60000) round 2}} wood per day. It therefore lasts for {{#expr:20/37.5 round 2}} days if in constant rain. | ||
The darktorch differs from the [[torch lamp]] in that it does not count as "bright light" for the ''Lighting: Darklight Prefered'' [[precept]]. Instead, it gives those with the precept a {{+|4}} [[mood]]let, and prevents [[surgery]] penalties for being in darkness. It is identical to the [[fungus darktorch]] except in that it burns wood instead of [[raw fungus]]. | The darktorch differs from the [[torch lamp]] in that it does not count as "bright light" for the ''Lighting: Darklight Prefered'' [[precept]]. Instead, it gives those with the precept a {{+|4}} [[mood]]let, and prevents [[surgery]] penalties for being in darkness. It is identical to the [[fungus darktorch]] except in that it burns wood instead of [[raw fungus]]. | ||
== Analysis == | == Analysis == | ||
− | {{ | + | {{Main|Torch lamp}} |
It is generally not resource and work-time efficient to use once [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point. | It is generally not resource and work-time efficient to use once [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point. | ||
Revision as of 22:02, 10 January 2023
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Darktorch
A specially-treated wooden torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with wood. Produces a small amount of heat.
Base Stats
- Style Dominance
- 5
- HP
- 75
- Flammability
- 0%
- Path Cost
- 14 (48%)
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 15%
- Terrain Affordance
- Light
- Light Radius
- 4.75
- Heat Per Second
- 3.5
- Stops Heating At
- 23 °C (73.4 °F)
Creation
- Work To Make
- 100 ticks (1.67 secs)
- Deconstruct yield
- nothing
- Destroy yield
- nothing
The darktorch is a piece of furniture that burns wood to light an area with darklight, while also generating a small amount of heat.
Acquisition
Darktorches require 20 Wood and 100 ticks (1.67 secs) of work in order to be constructed.
Summary
The darktorch outputs light in a 7 tile radius, with the nearest 4.746 tiles being above 50% light level and considered lit. It heats the room to a maximum temperature of 23 °C (73.4 °F) at a rate of 3.5 heat per second.[Exact mechanic unclear]
It consumes 1.5 wood per day as long as it is lit. It can hold up to 20 wood at a time, for a maximum run time of 13.33 days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a haulers as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case no wood is recovered, regardless of any "fuel" remaining.
If under the rain and unroofed, it consumes an additional 0.0006 wood per 1 tick (0.02 secs), or 37.5 wood per day. It therefore lasts for 0.53 days if in constant rain.
The darktorch differs from the torch lamp in that it does not count as "bright light" for the Lighting: Darklight Prefered precept. Instead, it gives those with the precept a +4 moodlet, and prevents surgery penalties for being in darkness. It is identical to the fungus darktorch except in that it burns wood instead of raw fungus.
Analysis
It is generally not resource and work-time efficient to use once Electricity has been researched, however its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point.
It consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use the darktorch.
Version history
- Ideology DLC initial release - Added.