Difference between revisions of "Flood light"

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m (→‎Summary: illumination area graphic with the same info as Standing lamp)
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== Summary ==
 
== Summary ==
{{Stub|section=1|reason=General. See [[Standing lamp]] for example. A tiles lit/watt comparisonwould also be good.}}
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{{Stub|section=1|reason=General. See [[Standing lamp]] for example. A tiles lit/watt comparison would also be good.}}
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[[File:Flood light illumination area.png|300px|thumb|left|The white area (16 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (17-19 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.]]
 
Flood lights require substantially more steel to build and power to run than standing lamps (50 steel vs 20 steel, and 100 W vs 30 W). Although flood lights provide a larger light radius, the maximum light intensity is still only 50%. That is, one cannot be used as a grow light and, if using [[Anomaly DLC]], they aren't any better for containing entities. As a result, the increased light radius is the only reason to choose a flood light over another type of light fixture.
 
Flood lights require substantially more steel to build and power to run than standing lamps (50 steel vs 20 steel, and 100 W vs 30 W). Although flood lights provide a larger light radius, the maximum light intensity is still only 50%. That is, one cannot be used as a grow light and, if using [[Anomaly DLC]], they aren't any better for containing entities. As a result, the increased light radius is the only reason to choose a flood light over another type of light fixture.
  

Revision as of 20:41, 10 July 2024

Flood light

Flood light

A high-intensity light that's good for large outdoor spaces.

Base Stats

Type
BuildingFurniture
Market Value
97 Silver [Note]
Mass
10 kg
Beauty
-5
HP
120
Flammability
0%
Path Cost
14

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
20%
Terrain Affordance
Light
Power
-100 W
Light Radius
17.45

Creation

Required Research
Advanced lights
Work To Make
600 ticks (10 secs)
Resources to make
Steel 50
Deconstruct yield
Steel 25
Destroy yield
nothing

A flood light is a furniture item that produces light in a wide radius.

Acquisition

Flood lights can be constructed once the advanced lights research project has been completed. Each requires Steel 50 Steel and 600 ticks (10 secs) of work modified by the construction speed of the builder.

Summary

The white area (16 tiles out) is 50% illumination, required for best surgery success chance; the yellow (17-19 tiles) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

Flood lights require substantially more steel to build and power to run than standing lamps (50 steel vs 20 steel, and 100 W vs 30 W). Although flood lights provide a larger light radius, the maximum light intensity is still only 50%. That is, one cannot be used as a grow light and, if using Anomaly DLC, they aren't any better for containing entities. As a result, the increased light radius is the only reason to choose a flood light over another type of light fixture.

Advanced lights

With the Advanced lights research, the power cost of flood lights are halved, to 50W of power. Note that flood lights require Advanced Lights to construct, so they will only require 100W if you acquire them some other way. Lights can also be changed to a variety of different colors, which have no gameplay effect. Lights 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.

Analysis

When it comes to lighting up large areas, the massive radius of flood lights is in many cases more convenient and power-efficient when compared to wall lamps or standing lamps. Although more compact rooms are usually better lit by smaller lamps, outside areas greatly benefit from the massive range.

Unnatural darkness

Flood lights are a vital preventative defense against Unnatural darkness. A Noctolith or even a Void structure can spawn in most unlit places, including one's base, which can be catastrophic for unprepared colonies. However, the large radius of a flood light makes it much easier to remove "blind spots," ensuring that hostile structures are kept away from vulnerable areas.

Version history