Difference between revisions of "Flood light"
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{{Infobox main|furniture | {{Infobox main|furniture | ||
| name = Flood light | | name = Flood light | ||
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== Summary == | == Summary == | ||
− | {{Stub|section=1|reason=General. See [[Standing lamp]] for example}} | + | {{Stub|section=1|reason=General. See [[Standing lamp]] for example. A tiles lit/watt comparison would also be good.}} |
+ | [[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. | ||
== Advanced lights == | == Advanced lights == | ||
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors|section=1}} | {{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors|section=1}} | ||
− | With the [[Research#Advanced lights|Advanced lights]] research, the power cost of flood lights are halved, to | + | With the [[Research#Advanced lights|Advanced lights]] research, the power cost of flood lights are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Note that flood lights require Advanced Lights to construct, so they will only require {{#expr:-1*{{P|Power Consumption}}}}W 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. |
<div><ul> | <div><ul> | ||
<li style="display: inline-block; vertical-align: top;"> | <li style="display: inline-block; vertical-align: top;"> | ||
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== Analysis == | == Analysis == | ||
− | + | {{stub|section=1|reason=Analysis general}} | |
+ | 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 === | ||
+ | {{Anomaly|section=1}} | ||
+ | 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 == | == Version history == | ||
− | + | * [[Version/1.5.4062|1.5.4062]] - Added. | |
{{Nav|furniture|wide}} | {{Nav|furniture|wide}} | ||
[[Category:Furniture]] [[Category:Lamp]] | [[Category:Furniture]] [[Category:Lamp]] |
Latest revision as of 07:00, 19 August 2024
Flood light
A high-intensity light that's good for large outdoor spaces.
Base Stats
- Mass
- 10 kg
- Beauty
- -5
- HP
- 120
- Flammability
- 0%
- Path Cost
- 14 (48%)
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)
- Destroy yield
- nothing
A flood light is a furniture item that produces light in a wide radius.
Acquisition[edit]
Flood lights can be constructed once the advanced lights research project has been completed. Each requires 50 Steel and 600 ticks (10 secs) of work modified by the construction speed of the builder.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. See Standing lamp for example. A tiles lit/watt comparison would also be good.. |
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[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors. |
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.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Analysis general. |
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[edit]
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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[edit]
- 1.5.4062 - Added.