Difference between revisions of "Torch lamp"
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− | {{ | + | {{Infobox main|furniture |
− | |name = Torch lamp | + | | name = Torch lamp |
− | |image = | + | | image = Torch lamp.png |
− | |description = A wooden torch for lighting an area. People need light to move and work at full speed. Can be automatically refueled with wood. Produces a small amount of heat. | + | | description = A wooden torch for lighting an area. People need light to move and work at full speed. Can be automatically refueled with wood. Produces a small amount of heat. |
− | |type = Building | + | | type = Building |
− | |type2 = Furniture | + | | type2 = Furniture |
− | |placeable = true | + | | placeable = true |
− | |path cost = 14 | + | | path cost = 14 |
− | |passability = pass through only | + | | passability = pass through only |
− | |cover = 0.15 | + | | cover = 0.15 |
− | |minifiable = false | + | | minifiable = false |
− | |size = 1 ˣ 1 | + | | size = 1 ˣ 1 |
− | |flammability = 0 | + | | flammability = 0 |
− | |hp = 75 | + | | hp = 75 |
− | |glowradius = 10 | + | | glowradius = 10 |
− | |glowcolor = (252, 187, 113) | + | | glowcolor = (252, 187, 113) |
− | |heatpersecond = 3.5 | + | | heatpersecond = 3.5 |
− | |maxheattemperature = 23 | + | | maxheattemperature = 23 |
− | |terrain affordance = light | + | | terrain affordance = light |
− | |styledominance = 5 | + | | styledominance = 5 |
− | |work to make = 100 | + | | work to make = 100 |
− | |resource 1 = Wood | + | | resource 1 = Wood |
− | |resource 1 amount = 20 | + | | resource 1 amount = 20 |
− | |deconstruct yield = nothing | + | | deconstruct yield = nothing |
− | |destroyyield = nothing | + | | destroyyield = nothing |
+ | | fuel filter = Wood | ||
+ | | fuel capacity = 20.0 | ||
+ | | fuel consumption rate = 2.0 | ||
+ | | initial fuel percent = 1 <!-- 100% --> | ||
+ | | fuel consumption per tick in rain = 0.0006 | ||
}} | }} | ||
− | The '''torch lamp''' is a piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. | + | The '''torch lamp''' is a piece of [[furniture]] that burns [[wood]] to [[light]] an area, while also generating a small amount of [[Temperature|heat]]. |
+ | |||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
− | A torch lamp outputs [[light]] in a 10 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 {{ | + | [[File:Torch lamp illumination area.png|300px|thumb|left|The white area (5 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (6-7 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.]] |
+ | A torch lamp outputs [[light]] in a 10 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|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}} | ||
+ | |||
+ | The torch lamp consumes {{Icon Small|wood}} 2 [[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:20/2}} 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: 2+ (0.0006*60000)}} wood per day. It therefore lasts for {{#expr:24*20/(2+ (0.0006*60000)) round 2}} hours if in constant rain. | |
== Analysis == | == Analysis == | ||
− | + | [[Light]] is incredibly important for most colonies. Even if you have a colony full of [[night owl]]s, darkness will impact movement speed, work speed, and surgery success rate. Any room with a [[roof]] is innately dark, so torch lamps are an effective source of light in the early game. An alternative solution, in the very early game, is to remove the [[roof]] (in the Architect/Zones tab) in the specific areas where colonists are working - such as over the interaction spot of a [[simple research bench]]. But, of course, there will be no light once it is [[night]]time. | |
− | + | ||
+ | [[Standing lamp]]s are a strict upgrade, available once [[Research#Electricity|Electricity]] has been researched. Standing lamps provide more light and do not require refueling, just a source of [[power]]. A [[wood-fired generator]], the most work-inefficient generator, can fuel {{#expr: 1000/30 round 0}} standing lamps for the cost of {{#expr: 22/2}} torch lamps of [[wood]] - or, more practically, a few standing lamps and important buildings like [[heater]]s and [[cooler]]s. However, torches have a few niches over electric lamps: | ||
+ | |||
+ | * They are immune to [[solar flare]]s and other power outages. Solar flares are too short to have a meaningful impact to productivity, but light is very important for surgeries. | ||
+ | * They can provide light in very specific locations, without needing [[power conduit]]s. | ||
+ | * Standing lamps require {{Required Resources|Standing lamp}}. Steel can be very scarce at certain points of the game, and some colonies can have an abundance of wood. | ||
+ | |||
+ | The [[darktorch]] {{IdeologyIcon}} consumes wood at 75% the rate of a regular torch lamp, but has a light radius of 4.75 tiles. If the area requiring lighting is not large enough to require the additional radius of the torch lamp, the darktorch becomes more efficient. | ||
+ | |||
+ | == Styles == | ||
+ | {{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. | ||
+ | |||
+ | <gallery> | ||
+ | Torch lamp.png|Base Variant | ||
+ | Morbid torch lamp.png|Morbid Variant | ||
+ | Totemic torch lamp.png|Totemic Variant | ||
+ | Spikecore torch lamp.png|Spikecore Variant | ||
+ | Rustic torch lamp.png|Rustic Variant | ||
+ | </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/1.1.0|1.1.0]] - Refueling is now toggleable. | * [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | ||
− | {{ | + | {{Nav|furniture|wide}} |
− | [[Category:Furniture]] | + | [[Category:Furniture]] [[Category:Lamp]] |
Latest revision as of 00:45, 24 July 2024
Torch lamp
A wooden torch for lighting an area. People need light to move and work at full speed. 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%)
Fuel
- Usable Item(s)
- Wood
- Capacity
- 20.0
- Consumption Rate
- 2.0
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 15%
- Terrain Affordance
- Light
- Light Radius
- 7.17
- 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 torch lamp is a piece of furniture that burns wood to light an area, while also generating a small amount of heat.
Acquisition[edit]
Torch lamps can be constructed, each requiring 20 Wood and 100 ticks (1.67 secs) of work modified by the construction speed of the builder.
Once constructed, they cannot be re-installed, they can only be deconstructed.
Summary[edit]
A torch lamp outputs light in a 10 tile radius, with the nearest 7.175 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]
The torch lamp consumes 2 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 10 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 38 wood per day. It therefore lasts for 12.63 hours if in constant rain.
Analysis[edit]
Light is incredibly important for most colonies. Even if you have a colony full of night owls, darkness will impact movement speed, work speed, and surgery success rate. Any room with a roof is innately dark, so torch lamps are an effective source of light in the early game. An alternative solution, in the very early game, is to remove the roof (in the Architect/Zones tab) in the specific areas where colonists are working - such as over the interaction spot of a simple research bench. But, of course, there will be no light once it is nighttime.
Standing lamps are a strict upgrade, available once Electricity has been researched. Standing lamps provide more light and do not require refueling, just a source of power. A wood-fired generator, the most work-inefficient generator, can fuel 33 standing lamps for the cost of 11 torch lamps of wood - or, more practically, a few standing lamps and important buildings like heaters and coolers. However, torches have a few niches over electric lamps:
- They are immune to solar flares and other power outages. Solar flares are too short to have a meaningful impact to productivity, but light is very important for surgeries.
- They can provide light in very specific locations, without needing power conduits.
- Standing lamps require 20 Steel. Steel can be very scarce at certain points of the game, and some colonies can have an abundance of wood.
The darktorch consumes wood at 75% the rate of a regular torch lamp, but has a light radius of 4.75 tiles. If the area requiring lighting is not large enough to require the additional radius of the torch lamp, the darktorch becomes more efficient.
Styles[edit]
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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]
- 1.1.0 - Refueling is now toggleable.