Fungus darktorch
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Fungus darktorch
A specially-treated fungus torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with raw fungus. 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
- 4.75
- 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 fungus darktorch is a piece of furniture that burns raw fungus to light an area with darklight, while also generating a small amount of heat.
Acquisition
Fungus darktorches require 20 Raw fungi and 100 ticks (1.67 secs) of work in order to be constructed.
Summary
The fungus darktorch consumes 1.5 raw fungus per day as long as it is lit, and consumes an additional 0.0006 raw fungus per 1 tick (0.02 secs), or a total of 37.5 raw fungus per day, if it is lit while unroofed in the rain. It can hold up to 20 fuel at a time, for a maximum run time of 13.33 days. It is constructed with a full fuel capacity. Fuel is delivered to the darktorch by a haulers as long as refueling is enabled.
It outputs light in a 7 tile radius, with the nearest 4.746 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 fungus darktorch differs from the torch lamp in that it does not count as "bright light" for ideoligions that prefer to stay in darkness. This allows the work penalties to be avoided without incurring mood debuffs. It is identical to the darktorch except in that it burns raw fungus instead of wood.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs general analysis as well as cost analysis of raw fungus vs wood for both tunneller and non-tunneller colonies.. |
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.
Version history
- Ideology DLC initial release - Added.