Difference between revisions of "Column"

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(→‎Analysis: pawns can't voluntarily stop on top of a column, but can still fire in that position (tested))
 
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For holding up a roof, it's usually better to just create a lone [[wall]], which supports the same number of roof tiles and costs 4x less. Columns provide less cover for [[raider]]s, can be walked over, and don't block the radius of [[orbital trade beacon]]s. Columns also have much less health than a wall, which can be helpful when creating a falling roof trap.
 
For holding up a roof, it's usually better to just create a lone [[wall]], which supports the same number of roof tiles and costs 4x less. Columns provide less cover for [[raider]]s, can be walked over, and don't block the radius of [[orbital trade beacon]]s. Columns also have much less health than a wall, which can be helpful when creating a falling roof trap.
  
Like [[sandbag]]s, [[barricade]]s, and [[fence]]s, columns usually prevent raiders from firing on top of them. As columns provide less cover, they have a small niche in [[killbox]]es when you can directly fire on raiders passing through. Unlike the aforementioned structures, columns do not slow down pawns walking through, which may also be helpful. Note that, due to their decreased health, columns are easier to destroy, so should be replaced by barricades when you have enough firepower.
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Like [[sandbag]]s, [[barricade]]s, and [[fence]]s, it is not possible to stand on top of a column (however, it is still possible to shoot while passing on it). Unlike the structures mentioned above, columns do not slow down pawn movement.
 
 
 
{{Building Stats Table}}
 
{{Building Stats Table}}
  

Latest revision as of 21:26, 26 October 2024

Column

Column

A column capable of holding a roof. Does not block sight or movement and looks quite nice.

Base Stats

Type
BuildingStructure
Mass
10 kg
Beauty
5
Style Dominance
10
HP
160
Flammability
100%
Rotatable
False
Path Cost
0

Building

Size
1 × 1
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
25%
Terrain Affordance
Light

Creation

Work To Make
750 ticks (12.5 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 20
Deconstruct yield
Stuff 10
Destroy yield
Stuff 5

Columns are passable structures primarily used to hold up roofs,

Acquisition[edit]

Columns can be constructed, each requiring Stuff 20 Stuff (Metallic/Woody/Stony, 200 for SMVs) and 750 ticks (12.5 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

Columns can hold roofs up to 6 tiles away in all directions, like a wall. Destroying all of a roof's supports will cause it to instantly fall, injuring and possibly killing anything below. Columns also provide a minor beauty increase.

Columns can't usually be stood on, similar to a fence or barricade. Columns do not block LoS, can be walked through without slowing anyone down, and provide 25% cover for pawns shooting behind them.

Requirements[edit]

Columns are needed to satisfy the requirements of a ritual roomContent added by the Ideology DLC or throne room Content added by the Royalty DLC (for nobles Knight and above). If a room's requirements are not met, then colonists demanding them will become unhappy.

Analysis[edit]

For holding up a roof, it's usually better to just create a lone wall, which supports the same number of roof tiles and costs 4x less. Columns provide less cover for raiders, can be walked over, and don't block the radius of orbital trade beacons. Columns also have much less health than a wall, which can be helpful when creating a falling roof trap.

Like sandbags, barricades, and fences, it is not possible to stand on top of a column (however, it is still possible to shoot while passing on it). Unlike the structures mentioned above, columns do not slow down pawn movement.

Stats table

  • Column Column Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 1 001,875 ticks (31.25 secs) 320 75% 22 Silver
    Gold Gold 40 000,675 ticks (11.25 secs) 96 40% 2,000 Silver
    Granite blocks Granite blocks 5 004,640 ticks (1.29 mins) 272 0% 35 Silver
    Limestone blocks Limestone blocks 5 004,640 ticks (1.29 mins) 248 0% 35 Silver
    Marble blocks Marble blocks 8 004,265 ticks (1.18 mins) 192 0% 33 Silver
    Plasteel Plasteel 5 001,650 ticks (27.5 secs) 448 0% 186 Silver
    Sandstone blocks Sandstone blocks 5 003,890 ticks (1.08 mins) 224 0% 32 Silver
    Silver Silver 16 000,750 ticks (12.5 secs) 112 40% 205 Silver
    Slate blocks Slate blocks 5 004,640 ticks (1.29 mins) 208 0% 35 Silver
    Steel Steel 5 000,750 ticks (12.5 secs) 160 40% 41 Silver
    Jade Jade 22 003,750 ticks (1.04 mins) 80 0% 114 Silver
    Uranium Uranium 2 001,425 ticks (23.75 secs) 400 0% 125 Silver
    Wood Wood 5 000,525 ticks (8.75 secs) 104 100% 26 Silver
  • 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]

    • ? - Added.