Difference between revisions of "Standing lamp"

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(→‎Summary: note re power reduction w/ Advanced Lights, & internal link. Clarification re "radius")
 
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{{Stub}}{{Image wanted|reason=Style variant gallery, see [[Cataphract helmet]] for example}}{{see also|Sun lamp}}{{infobox main|furniture|
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{{See also|Sun lamp}}
|name = Standing lamp
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{{Infobox main|furniture
|image = Standing lamp.png|Standing lamp
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| name = Standing lamp
|description = An electrical standing lamp that lights an area. People need light to move and work at full speed.
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| image = Standing lamp.png
|type = Building
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| description = An electrical standing lamp that lights an area. People need light to move and work at full speed.
|type2 = Furniture
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| type = Building
|placeable = true
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| type2 = Furniture
|path cost = 14
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| placeable = true
|passability = pass through only
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| path cost = 14
|cover = 0.2
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| passability = pass through only
|minifiable = true
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| cover = 0.2
|size = 1 ˣ 1
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| minifiable = true
|mass base = 4
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| size = 1 ˣ 1
|flammability = 1
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| mass base = 4
|hp = 50
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| flammability = 1
|sell price multiplier = 0.7
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| hp = 50
|power = -30
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| sell price multiplier = 0.7
|glowradius = 12
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| power = -30
|glowcolor = (217, 217, 208)
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| glowradius = 12
|terrain affordance = light
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| glowcolor = (217, 217, 208)
|research = Electricity
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| terrain affordance = light
|styledominance = 5
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| research = Electricity
|thingCategories = BuildingsFurniture
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| styledominance = 5
|work to make = 300
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| thingCategories = BuildingsFurniture
|resource 1 = Steel
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| work to make = 300
|resource 1 amount = 20
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| resource 1 = Steel
|destroyyield = nothing
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| resource 1 amount = 20
 +
| destroyyield = nothing
 
}}
 
}}
{{Info|A '''standing lamp''' is a [[furniture]] item that produces [[light]] at 50% up to seven squares away.}}
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{{Info|A '''standing lamp''' is a [[furniture]] item that produces [[light]].}}
Placing standing lamps in dark rooms eliminates the debuff [[Thoughts_list#In_darkness|"In darkness"]]. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]]. Standing lamps are constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after [[Research#Electricity|Electricity]] has been researched.
 
  
== Illumination area ==
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== Acquisition ==
Standing lamps light areas to 50% in a "7 tile" radius circle, then lighting fades rapidly, as shown in the image below.
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{{Acquisition}}
  
[[File:Standing lamp illumination area.png|400px||thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|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|decorative plants]] indoors in [[plant pot]]s.]]
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== Summary ==
 +
[[File:Standing lamp illumination area.png|300px|thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|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|decorative plants]] indoors in [[plant pot]]s.]]
 +
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 [[Thoughts_list#In_darkness|"In darkness"]]. However, standing lamps are not bright enough to grow most [[crop]]s 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 plant]]s, etc).
  
Note that 50% illumination is the maximum available for this kind of lamp, no matter how many are used. Only the sun or the [[sun lamp]] give "Brightly lit" (100%), necessary for most [[plants|plant]] growth, but pawns are perfectly fine with "Lit" (30%) or better.
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If the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}} is enabled, standing lamps can be set to darklight mode, which will please [[Ideoligion]]s that prefer darkness.
 +
 
 +
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 [[Standing_lamp#Advanced_light|Advanced Lights]], see below)''
 +
: ''(** 6 tiles diagonally, 7-9 orthogonally depending how you measure - see image, left)''
  
 
==== Visual representation ====
 
==== Visual representation ====
Also, 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.  
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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.
  
[[File:Illumination in 1-square wide corridor.png|500px|thumb|center| Line of sight is not always a limitation with light sources.]]
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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.
  
In the image above, 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.
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[[File:Illumination in 1-square wide corridor.png|300px|thumb|center| Line of sight is not always a limitation with light sources.]]
  
== Colored lights ==
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== Advanced lights ==
{{see also|Standing lamp (blue)|Standing lamp (red)|Standing lamp (green)}}
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{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}
There are three varieties of colored light: red, blue and green. The functionally is similar to the regular standing lamp but an aesthetic variant. However while the colored lights affect the brightness of tiles in same radius as the regular standing lamp, they are slightly less bright meaning tiles are only considered "lit" within 7 tiles of a colored lamp, instead of the 9 of the regular lamp.  
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With the [[Research#Advanced lights|Advanced Lights]] research, the power cost of standing 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. Standing lamps of different colors will blend together.
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<div><ul>
 +
<li style="display: inline-block; vertical-align: top;">
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[[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.]]
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</li>
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<li style="display: inline-block; vertical-align: top;">
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[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]
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</li>
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<li style="display: inline-block; vertical-align: top;">
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[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]
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</li>
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</ul></div>
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{{Clear}}
  
By using colored lights near each other, you can combine the colors.
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== Styles ==
 +
{{Ideology|section=1}}
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[[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.
  
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.
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<gallery>
 +
Standing lamp.png|Base variant
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Morbid standing lamp.png|Morbid variant
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Totemic standing lamp.png|Totemic variant
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Spikecore standing lamp.png|Spikecore variant
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Rustic standing lamp.png|Rustic variant
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Techist standing lamp.png|Techist variant
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</gallery>
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<gallery>
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Standing darklamp.png|Base darklight variant
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Morbid standing darklamp.png|Morbid darklight variant
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Totemic standing darklamp.png|Totemic darklight variant
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Spikecore standing darklamp.png|Spikecore darklight variant
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Rustic standing darklamp.png|Rustic darklight variant
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Techist standing darklamp.png|Techist darklight variant
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</gallery>
  
[[File:ColoredLights.jpg|500px|center|Light % is not additive above the maximum that single colored lights provide.]]
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== Version history ==
<div class="center">
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* [[Ideology DLC]] Release - '''Standing darklamp''' added.
Combining different colored lights for a "rainbow" feel to your colony.<br>
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* [[Version/1.4.3523|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 darklight'''{{IdeologyIcon}} merged into the '''standing lamp''', in both role and in existing saves.
<small>[https://www.reddit.com/r/RimWorld/comments/6688wn Screenshot courtesy of reddit user 'i_cant_even_english'.]</small>
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* [[Version/1.4.3555|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.
<div>
 
  
<noinclude>{{nav|furniture|wide}}</noinclude>
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{{Nav|furniture|wide}}
 
[[Category:Furniture]] [[Category:Lamp]]
 
[[Category:Furniture]] [[Category:Lamp]]
[[Category:Environment]]
 

Latest revision as of 23:51, 11 May 2024

Standing lamp

Standing lamp

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

Base Stats

Type
BuildingFurniture
Market Value
39 Silver [Note]
Mass
4 kg
Style Dominance
5
HP
50
Flammability
100%
Path Cost
14 (48%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
20%
Terrain Affordance
Light
Power
-30 W
Light Radius
9.09

Creation

Required Research
Electricity
Work To Make
300 ticks (5 secs)
Resources to make
Steel 20
Deconstruct yield
Steel 10
Destroy yield
nothing
Technical
thingCategories
BuildingsFurniture


A standing lamp is a furniture item that produces light.

Acquisition[edit]

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.

Summary[edit]

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.

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]

  • 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.