Column
Column
A column capable of holding a roof. Does not block sight or movement and looks quite nice.
Base Stats
- Mass
- 10 kg
- Beauty
- 5
- Style Dominance
- 10
- HP
- 160
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 0 (100%)
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
Columns are passable structures primarily used to hold up roofs
Acquisition
Columns require 20 Stuff (Metallic/Woody/Stony, 200 for SMVs) and take 750 ticks (12.5 secs) to build.
Summary
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, which will injure and possibly kill anything below. Columns also provide a minor beauty increase.
Columns can't usually be stood on, like 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
Columns are needed to satisfying the requirements of a ritual room or throne room (for nobles Knight and above). If a room's requirements are not met, then colonists demanding them will become unhappy.
Analysis
For holding up the roof, it's usually better to just create a lone wall, which supports the same amount of roof 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, columns usually prevent raiders from firing on top of them. As columns provide less cover, they have a small niche in killboxes when you can directly fire on raiders passing through. Note that, due to their decreased health, columns should be replaced by barricades as you increase in firepower.
Stats table
Column | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 1 | ticks (31.25 secs) | 1,875320 | 75% | 22 |
Gold | 40 | ticks (11.25 secs) | 67596 | 40% | 2,000 |
Granite blocks | 5 | ticks (1.29 mins) | 4,640272 | 0% | 35 |
Limestone blocks | 5 | ticks (1.29 mins) | 4,640248 | 0% | 35 |
Marble blocks | 8 | ticks (1.18 mins) | 4,265192 | 0% | 33 |
Plasteel | 5 | ticks (27.5 secs) | 1,650448 | 0% | 186 |
Sandstone blocks | 5 | ticks (1.08 mins) | 3,890224 | 0% | 32 |
Silver | 16 | ticks (12.5 secs) | 750112 | 40% | 205 |
Slate blocks | 5 | ticks (1.29 mins) | 4,640208 | 0% | 35 |
Steel | 5 | ticks (12.5 secs) | 750160 | 40% | 41 |
Jade | 22 | ticks (1.04 mins) | 3,75080 | 0% | 114 |
Uranium | 2 | ticks (23.75 secs) | 1,425400 | 0% | 125 |
Wood | 5 | ticks (8.75 secs) | 525104 | 100% | 26 |
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
- ? - Added.