Difference between revisions of "Blood torch"
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| placeable = true | | placeable = true | ||
| mass = 1 | | mass = 1 | ||
+ | | marketvalue = 24 | ||
| path cost = 24 | | path cost = 24 | ||
| passability = pass through only | | passability = pass through only | ||
Line 22: | Line 23: | ||
| deconstruct yield = nothing | | deconstruct yield = nothing | ||
| destroyyield = nothing | | destroyyield = nothing | ||
+ | | fuel filter = Wood | ||
+ | | fuel capacity = 20.0 | ||
+ | | fuel consumption rate = 1.5 | ||
+ | | initial fuel percent = 0.1 <!-- 10% --> | ||
+ | | fuel consumption per tick in rain = 0.0006 | ||
| thingCategories = BuildingsMisc | | thingCategories = BuildingsMisc | ||
| page verified for version = 1.4.3580 | | page verified for version = 1.4.3580 | ||
}} | }} | ||
− | The '''blood torch''' is a piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. It | + | The '''blood torch''' is a piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. It also provides a small [[mood]] buff to [[sanguophages]] and other [[Genes#Bloodfeeder|bloodfeeders]]. |
== Acquisition == | == Acquisition == | ||
− | Blood torches | + | Blood torches cannot be crafted. Instead they are created during the [[Quests#Bloodthirsty Parley|Bloodthirsty Parley]] quest type - note that the name of each quest in game varies. During this quest a location on your map will be chosen, a blood torch placed at that spot, and three [[sanguophage]]s will meet. Once placed, the torch will be left behind, regardless of the outcome of the quest. After this point, it can be refueled, uninstalled and reinstalled as any other building. |
== Summary == | == Summary == | ||
− | A blood torch outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles | + | [[File:Blood torch 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 (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.]] |
+ | A blood torch outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles at or above 30% 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}} | ||
− | The blood torch consumes {{icon small|wood}} 1.5 [[wood]] per day as long as it is lit. If lit while unroofed under the [[rain]], it consumes an additional {{icon small|wood}} 0.0006 wood per {{ticks|1}}, or a total of {{icon small|wood}} {{#expr: | + | The blood torch consumes {{icon small|wood}} 1.5 [[wood]] per day as long as it is lit. If lit while unroofed under the [[rain]], it consumes an additional {{icon small|wood}} 0.0006 wood per {{ticks|1}}, or a total of {{icon small|wood}} {{#expr: 1.5+ (0.0006*60000)}} wood per day. 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, or {{#expr:24*20/(1.5+ (0.0006*60000)) round 2}} hours if in constant rain. It is constructed with a full fuel capacity. Fuel is delivered to the torch 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. | It cannot be "turned off" or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any "fuel" remaining. | ||
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The blood torch provides a {{+|2}} ''Blood torch'' [[mood]] bonus to all pawns with the [[Genes#Bloodfeeder|Bloodfeeder]] gene inside its 10-tile maximum radius. This effect does not stack with multiple blood torches. | The blood torch provides a {{+|2}} ''Blood torch'' [[mood]] bonus to all pawns with the [[Genes#Bloodfeeder|Bloodfeeder]] gene inside its 10-tile maximum radius. This effect does not stack with multiple blood torches. | ||
+ | |||
+ | == Analysis == | ||
+ | {{Stub|section=1|reason=Value proposition for acquisition and for fueling, short comparison to other wood fired heat and light sources, strats for placement and acquisition}} | ||
+ | ? | ||
== Gallery == | == Gallery == |
Latest revision as of 11:12, 22 November 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Blood torch
A specially-treated wooden torch that produces a red light over a large area. Sanguophages gather around torches like these during their ceremonial meetings. The sanguine glow is particularly pleasing to individuals with the bloodfeeder gene. It can be automatically refueled with wood, and produces a small amount of heat
Base Stats
Fuel
- Usable Item(s)
- Wood
- Capacity
- 20.0
- Consumption Rate
- 1.5
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 15%
- Terrain Affordance
- Light
- Light Radius
- 7.88
- Heat Per Second
- 3.5
- Stops Heating At
- 23 °C (73.4 °F)
Creation
- Deconstruct yield
- nothing
- Destroy yield
- nothing
- thingCategories
- BuildingsMisc
The blood torch is a piece of furniture that burns wood to light an area, while also generating a small amount of heat. It also provides a small mood buff to sanguophages and other bloodfeeders.
Acquisition[edit]
Blood torches cannot be crafted. Instead they are created during the Bloodthirsty Parley quest type - note that the name of each quest in game varies. During this quest a location on your map will be chosen, a blood torch placed at that spot, and three sanguophages will meet. Once placed, the torch will be left behind, regardless of the outcome of the quest. After this point, it can be refueled, uninstalled and reinstalled as any other building.
Summary[edit]
A blood torch outputs light in a 10 tile radius, with the nearest 7.884 tiles at or above 30% 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 blood torch consumes 1.5 wood per day as long as it is lit. If lit while unroofed under the rain, it consumes an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 37.5 wood per day. It can hold up to 20 wood at a time, for a maximum run time of 13.33 days, or 12.8 hours if in constant rain. It is constructed with a full fuel capacity. Fuel is delivered to the torch 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.
It functions as a meditation focus for psycasters with the Flame focus.
The blood torch provides a +2 Blood torch mood bonus to all pawns with the Bloodfeeder gene inside its 10-tile maximum radius. This effect does not stack with multiple blood torches.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Value proposition for acquisition and for fueling, short comparison to other wood fired heat and light sources, strats for placement and acquisition. |
?
Gallery[edit]
Version history[edit]
- Biotech DLC Release - Added.