Difference between revisions of "Wall lamp"

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{{Stub|reason=Verify current content and expand}}
 
 
{{Infobox main|furniture
 
{{Infobox main|furniture
 
| name = Wall lamp
 
| name = Wall lamp
Line 9: Line 8:
 
| mass base = 2
 
| mass base = 2
 
| hp = 35
 
| hp = 35
 +
| flammability = 1
 
| rotatable = true
 
| rotatable = true
 
| path cost = 0
 
| path cost = 0
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| placeable = true
 
| placeable = true
 
| passability = standable
 
| passability = standable
 +
| cover = 0.2
 
| edifice = false
 
| edifice = false
 
| power = -30
 
| power = -30
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{{Stub|section=1|reason= 1) summary equivalent to [[Standing lamp]] 2) Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with [[Wall lamp]] - templatize if necessary.}}
 
{{Stub|section=1|reason= 1) summary equivalent to [[Standing lamp]] 2) Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with [[Wall lamp]] - templatize if necessary.}}
 
[[File:Wall lamp illumination area.png|300px|thumb|left|The white area (6-7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th or 8th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
 
[[File:Wall lamp illumination area.png|300px|thumb|left|The white area (6-7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th or 8th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
 +
Wall 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 [[Thoughts_list#In_darkness|"In darkness"]]. However, wall lamps are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not "stack", so no amount of wall lamps will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).
 +
 +
Wall lamps are a wall attachable building, requiring a wall in an adjacent tile in one of the four cardinal directions to support it. It can be attached to nearly any wall: artificial and natural. A single tile can hold up to four wall lamps, provided there is support. When there are multiple available walls to attach the lamp to, the building can be rotated to cycle between each wall. Deconstruction or destruction of the supporting wall will drop a minified wall lamp on the ground.
 +
 +
If the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}} is enabled, wall lamps can be set to darklight mode, which will please [[Ideoligion]]s that prefer darkness.
 +
 +
Wall lamps can be uninstalled freely. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]].
 +
 +
: ''(* Initially; this drops to 15 watts with [[Wall_lamp#Advanced_light|Advanced Lights]], see below)''
 +
: ''(** 5 tiles diagonally, 7-8 orthogonally depending how you measure - see image, left)''
 +
 +
== Advanced lights ==
 +
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}
 +
With the [[Research#Advanced lights|Advanced Lights]] research, the power cost of wall lamps are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Wall lamps of different colors will blend together.
 +
<div><ul>
 +
<li style="display: inline-block; vertical-align: top;">
 +
[[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.]]
 +
</li>
 +
<li style="display: inline-block; vertical-align: top;">
 +
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]
 +
</li>
 +
<li style="display: inline-block; vertical-align: top;">
 +
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]
 +
</li>
 +
</ul></div>
 +
{{Clear}}
  
 
== Analysis ==
 
== Analysis ==
?
+
Its main advantage is that it doesn't hinder movement, and allows for practically any non wall building to occupy the same tile, saving the usual tile occupied by a standing lamp. Compared to the standing lamp, it produces light in a smaller radius (≈9 -> ≈8 tiles), costs less steel to construct (20 -> 15), and takes 30 ticks (300 -> 330) more work to make. Both lamps consume the same amount of power.
Doesn't take a tile, produces less light, consumes the same power.  
 
  
 
== Styles ==
 
== Styles ==
{{Image Wanted|section=1|reason=Style images}}
 
 
{{Ideology|section=true}}
 
{{Ideology|section=true}}
 
[[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.
<!--
+
 
 
<gallery>
 
<gallery>
Torch lamp.png|Base Variant
+
Wall lamp.png|Base variant
Morbid torch lamp.png|Morbid Variant
+
Morbid wall lamp menu icon.png|Morbid variant
Totemic torch lamp.png|Totemic Variant
+
Totemic wall lamp menu icon.png|Totemic variant
Spikecore torch lamp.png|Spikecore Variant
+
Spikecore wall lamp menu icon.png|Spikecore variant
Rustic torch lamp.png|Rustic Variant
+
Rustic wall lamp menu icon.png|Rustic variant
 +
Techist wall lamp menu icon.png|Techist variant
 
</gallery>
 
</gallery>
<gallery>
+
 
Torch lamp unlit.png|Base Variant Unlit
 
Morbid torch lamp unlit.png|Morbid Variant Unlit
 
Totemic torch lamp unlit.png|Totemic Variant Unlit
 
Spikecore torch lamp unlit.png|Spikecore Variant Unlit
 
Rustic torch lamp unlit.png|Rustic Variant Unlit
 
</gallery>
 
-->
 
 
== Version history ==
 
== Version history ==
 
* [[Version/1.5.4062|1.5.4062]] - Added.
 
* [[Version/1.5.4062|1.5.4062]] - Added.

Latest revision as of 01:54, 13 July 2024

Wall lamp

Wall lamp

A wall-mounted lamp that lights an area using electricity. It is less powerful than a standing lamp, but can be mounted on walls.

Base Stats

Type
BuildingFurniture
Market Value
39 Silver [Note]
Mass
2 kg
HP
35
Flammability
100%
Rotatable
True
Path Cost
0 (100%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
standable
Cover Effectiveness
20%
Edifice
false
Power
-30 W
Light Radius
7.97

Creation

Required Research
Electricity
Work To Make
330 ticks (5.5 secs)
Resources to make
Steel 15
Deconstruct yield
Steel 7 - 8
Destroy yield
nothing
Technical
defName
WallLamp
thingCategories
BuildingsFurniture


The wall lamp is wall-mounted piece of furniture that produces light. It is a wall-mounted equivalent to the standing lamp, providing less light in return for not taking up a tile.

Acquisition[edit]

Wall lamps can be constructed once the electricity research project has been completed. Each requires Steel 15 Steel and 330 ticks (5.5 secs) of work modified by the construction speed of the builder.

Summary[edit]

The white area (6-7 tiles out) is 50% illumination, required for best surgery success chance; the yellow (7th or 8th tile) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

Wall 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, wall lamps are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of wall lamps will ever give more than 50% illumination (e.g. for rice plants, etc).

Wall lamps are a wall attachable building, requiring a wall in an adjacent tile in one of the four cardinal directions to support it. It can be attached to nearly any wall: artificial and natural. A single tile can hold up to four wall lamps, provided there is support. When there are multiple available walls to attach the lamp to, the building can be rotated to cycle between each wall. Deconstruction or destruction of the supporting wall will drop a minified wall lamp on the ground.

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

Wall 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)
(** 5 tiles diagonally, 7-8 orthogonally depending how you measure - see image, left)

Advanced lights[edit]

With the Advanced Lights research, the power cost of wall lamps are halved, to 15W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Wall 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.

Analysis[edit]

Its main advantage is that it doesn't hinder movement, and allows for practically any non wall building to occupy the same tile, saving the usual tile occupied by a standing lamp. Compared to the standing lamp, it produces light in a smaller radius (≈9 -> ≈8 tiles), costs less steel to construct (20 -> 15), and takes 30 ticks (300 -> 330) more work to make. Both lamps consume the same amount of power.

Styles[edit]

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]