Difference between revisions of "Ancient lamp"

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(type: Buildings -> Building; type2: Ruins -> Ruin; placeable: - -> false; passability: - -> pass through only; size: 1 * 1 -> 1 ˣ 1; glowradius: - -> 5.5; glowcolor: - -> (71, 43, 6);)
 
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{{Ideology}}{{Stub}}{{infobox main|building|
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{{Ideology}}
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{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}
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{{Infobox main|building
 
|name = Ancient lamp
 
|name = Ancient lamp
|image = Ancient lamp.png|Ancient lamp
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|image = Ancient lamp.png
 
|description = An ancient self-powered lamp. Its internal power supply is badly depleted, but it still emits a weak glow.
 
|description = An ancient self-powered lamp. Its internal power supply is badly depleted, but it still emits a weak glow.
 
|type = Building
 
|type = Building
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== Summary ==  
 
== Summary ==  
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{{Stub|section=1|reason=Even without Ruins project, detail on the lighting can go here}}
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== Analysis ==
 
== Analysis ==
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The ancient lamp provides a very small amount of light immediately around itself, unconditionally. This light is incredibly weak, barely able to reach the tiles next to it, making it unsuitable for most tasks.
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However, if the terrain is in your favor, you can build a [[Simple research bench]] right next to it, so that the colonist is in light to increase your research speed very slightly. You can also fit a second work station, such as a [[Hand tailor bench]] on the opposite side. This gives its light a niche similar to the [[Unstable power cell]] and [[Mech node]], without the costs associated with those two structures (both having -20 beauty, the mech node being far more valuable to just deconstruct for plasteel and components, and the unstable power cell exploding violently if it's damaged).
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It also provides no heat, which may make it slightly preferable to torches in conditions where heat cannot be easily managed, or where wood is scarce. However, it cannot satisfy ideological requirements (e.g. darklight or styles).
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== Version history ==
 
== Version history ==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
  
[[Category:Ruins]]
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{{Nav/Ruins}}
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[[Category:Ruins]] [[Category:Lamp]]

Latest revision as of 12:51, 13 December 2023

Ancient lamp

Ancient lamp

An ancient self-powered lamp. Its internal power supply is badly depleted, but it still emits a weak glow.

Base Stats

Type
BuildingRuin
HP
50
Flammability
50%
Path Cost
14

Building

Size
1 × 1
Placeable
False
Passability
pass through only
Cover Effectiveness
20%
Light Radius
0.78

Ancient lamps are buildings found ruins added by the Ideology DLC. They provide perpetual, but dim lighting

Summary[edit]

Analysis[edit]

The ancient lamp provides a very small amount of light immediately around itself, unconditionally. This light is incredibly weak, barely able to reach the tiles next to it, making it unsuitable for most tasks.

However, if the terrain is in your favor, you can build a Simple research bench right next to it, so that the colonist is in light to increase your research speed very slightly. You can also fit a second work station, such as a Hand tailor bench on the opposite side. This gives its light a niche similar to the Unstable power cell and Mech node, without the costs associated with those two structures (both having -20 beauty, the mech node being far more valuable to just deconstruct for plasteel and components, and the unstable power cell exploding violently if it's damaged).

It also provides no heat, which may make it slightly preferable to torches in conditions where heat cannot be easily managed, or where wood is scarce. However, it cannot satisfy ideological requirements (e.g. darklight or styles).

Version history[edit]