Wall lamp

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Revision as of 00:30, 13 July 2024 by JuliaCat (talk | contribs) (readded infobox data provided in-game, rough summary and analysis with wall mounting mechanics, and style variant images (all around WIP))
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Wall lamp

Wall lamp

A wall-mounted lamp that lights an area using electricity. It is less powerful than a standing lamp, but can be mounted on walls.

Base Stats

Type
BuildingFurniture
Market Value
39 Silver [Note]
Mass
2 kg
HP
35
Flammability
100%
Rotatable
True
Path Cost
0 (100%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
standable
Cover Effectiveness
20%
Edifice
false
Power
-30 W
Light Radius
7.97

Creation

Required Research
Electricity
Work To Make
330 ticks (5.5 secs)
Resources to make
Steel 15
Deconstruct yield
Steel 7 - 8
Destroy yield
nothing
Technical
defName
WallLamp
thingCategories
BuildingsFurniture


The wall lamp is wall-mounted piece of furniture that produces light. It is a wall-mounted equivalent to the standing lamp, providing less light in return for not taking up a tile.

Acquisition

Wall lamps can be constructed once the electricity research project has been completed. Each requires Steel 15 Steel and 330 ticks (5.5 secs) of work modified by the construction speed of the builder.

Summary

The white area (6-7 tiles out) is 50% illumination, required for best surgery success chance; the yellow (7th or 8th tile) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

Wall lamps consume 30W* of power to produce light, with a maximum of 50% illumination in a small radius**. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, wall lamps are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of wall lamps will ever give more than 50% illumination (e.g. for rice plants, etc).

Wall lamps are a wall attachable building, requiring a wall in an adjacent tile in one of the four cardinal directions to support it. It can be attached to nearly any wall: artificial and natural. A single tile can hold up to four wall lamps, provided there is support. When there are multiple available walls to attach the lamp to, the building can be rotated to cycle between each wall. Deconstruction or destruction of the supporting wall will drop a minified wall lamp on the ground.

If the Ideology DLCContent added by the Ideology DLC is enabled, wall lamps can be set to darklight mode, which will please Ideoligions that prefer darkness.

Wall lamps can be uninstalled freely. Unlike most other powered structures, the lamp will not short circuit when unroofed in the rain.

(* Initially; this drops to 15 watts with Advanced Lights, see below)
(** 5 tiles diagonally, 7-8 orthogonally depending how you measure - see image, left)

Advanced lights

With the Advanced Lights research, the power cost of wall lamps are halved, to 15W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Wall lamps of different colors will blend together.

  • (pre 1.4) Combining different colored lights for a "rainbow" feel to your colony. Light % is not additive above the maximum that single colored lights provide.
  • Interface for choosing a lamp's color.
  • Gizmos that appear when selecting a lamp with the advanced lights research completed.

Analysis

Its main advantage is that it doesn't hinder movement, and allows for practically any non wall building to occupy the same tile, saving the usual tile occupied by a standing lamp. Compared to the standing lamp, it produces light in a smaller radius (≈9 -> ≈8 tiles), costs less steel to construct (20 -> 15), and takes 30 ticks (300 -> 330) more work to make. Both lamps consume the same amount of power.

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