Difference between revisions of "Torch lamp"

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[[Standing lamp]]s are a strict upgrade, available once [[Research#Electricity|Electricity]] has been researched. It takes no work to refuel each standing lamp, just a source of [[power]]. A [[wood-fired generator]], the most work-inefficient generator, can fuel {{#expr: 1000/30 round 0}} standing lamps for the cost of {{#expr: 22/2}} torch lamps of [[wood]] - or more practically, a few standing lamps and important buildings like [[heater]]s and [[cooler]]s.  
 
[[Standing lamp]]s are a strict upgrade, available once [[Research#Electricity|Electricity]] has been researched. It takes no work to refuel each standing lamp, just a source of [[power]]. A [[wood-fired generator]], the most work-inefficient generator, can fuel {{#expr: 1000/30 round 0}} standing lamps for the cost of {{#expr: 22/2}} torch lamps of [[wood]] - or more practically, a few standing lamps and important buildings like [[heater]]s and [[cooler]]s.  
  
Torch lamps have a few niches after electricity is unlocked. They are immune to [[solar flare]]s and other power outrages, which can be very useful for [[surgery]]. They can be used as temporary installments, if you don't want to bother to run [[power conduit]]s to a specific location. Finally, standing lamps require {{P|Required Resources|Standing lamp}} [[steel]] - steel can be very scare at certain points of the game.
+
Torch lamps have a few niches after electricity is unlocked. They are immune to [[solar flare]]s and other power outrages, which can be very useful for [[surgery]]. They can be used as temporary installments, if you don't want to bother to run [[power conduit]]s to a specific location. Finally, standing lamps require {{Required Resources|Standing lamp}} - steel can be very scare at certain points of the game.
  
 
The [[darktorch]]{{IdeologyIcon}} consumes wood at a 3/4 the rate of a regular torch lamp, but has a light radius of 4.75 tiles. If the area requiring lighting is not large enough to require the additional radius of the torch lamp, the darktorch becomes more efficient.
 
The [[darktorch]]{{IdeologyIcon}} consumes wood at a 3/4 the rate of a regular torch lamp, but has a light radius of 4.75 tiles. If the area requiring lighting is not large enough to require the additional radius of the torch lamp, the darktorch becomes more efficient.

Revision as of 05:42, 18 December 2022

Torch lamp

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

Type
BuildingFurniture
Market Value
24 Silver [Note]
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)
Resources to make
Wood 20
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 Wood 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 Wood 2 wood per day as long as it is lit. If lit while unroofed under the rain, it consumes an additional Wood 0.0006 wood per 1 tick (0.02 secs), or a total of Wood 38 wood per day. It can hold up to Wood 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

Light is incredibly important for most colonies. Even if you have a colony full of night owls, darkness will impact movement speed, work speed, and surgery success rate. Any room with a roof is innately dark, so torchlamps are an effective source of light in the early game. An alternative solution, in the very early game, is to remove the roof (in the Architect/Zones tab) in very specific areas where colonists are working - such as over the interaction spot of a simple research bench. But, of course, there will be no light once it is nighttime.

Standing lamps are a strict upgrade, available once Electricity has been researched. It takes no work to refuel each standing lamp, just a source of power. A wood-fired generator, the most work-inefficient generator, can fuel 33 standing lamps for the cost of 11 torch lamps of wood - or more practically, a few standing lamps and important buildings like heaters and coolers.

Torch lamps have a few niches after electricity is unlocked. They are immune to solar flares and other power outrages, which can be very useful for surgery. They can be used as temporary installments, if you don't want to bother to run power conduits to a specific location. Finally, standing lamps require Steel 20 Steel - steel can be very scare at certain points of the game.

The darktorchContent added by the Ideology DLC consumes wood at a 3/4 the rate of a regular torch lamp, but has a light radius of 4.75 tiles. If the area requiring lighting is not large enough to require the additional radius of the torch lamp, the darktorch becomes more efficient.

Styles

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.