Difference between revisions of "Torch lamp"
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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|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}} | 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|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 torch lamp consumes {{icon small|wood}} 2 [[wood]] per day as long as it is lit, | + | The torch lamp consumes {{icon small|wood}} 2 [[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: 2+ (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:20/2}} days, or {{#expr:24*20/(2+ (0.0006*60000)) round 2}} hours if in constant rain. 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. | It cannot be "turned off" or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any "fuel" remaining. |
Revision as of 05:08, 18 December 2022
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%)
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
Torch lamps require 20 Wood and 100 ticks (1.67 secs) of work in order to be constructed.
Summary
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. If lit while unroofed under the rain, it consumes an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 38 wood per day. It can hold up to 20 wood at a time, for a maximum run time of 10 days, or 12.63 hours if in constant rain. 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.
Analysis
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It is generally not resource and work-time efficient to use once Electricity has been researched, however its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point. Unlike higher tech replacements, the torch lamp requires no steel to build and the torch lamp gives off some small heat. Cold maps with lots of trees and little steel might see more use for torch lamps in mid-late game than other niches.
The darktorch consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use the darktorch.
Styles
This article 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
- 1.1.0 - Refueling is now toggleable.