Difference between revisions of "Fungus darktorch"

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{{Ideology}}{{Stub}}{{infobox main|furniture|
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{{Ideology}}{{infobox main|furniture|
 
|name = Fungus darktorch
 
|name = Fungus darktorch
 
|image = Fungus_darktorch.png
 
|image = Fungus_darktorch.png
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== Summary ==
 
== Summary ==
The fungus darktorch consumes {{icon small|raw fungus}} 1.5 [[raw fungus]] per day as long as it is lit, and consumes an additional {{icon small|raw fungus}} 0.0006 raw fungus per {{ticks|1}}, or a total of {{icon small|raw fungus}} {{#expr: 1.5+ (0.0006*60000) round 2}} raw fungus per day, if it is lit while unroofed in the [[Weather|rain]]. It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the darktorch by a [[Menus#Haul|haulers]] as long as refueling is enabled.
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The fungus darktorch outputs [[light]] in a 7 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{temperature|23}} at a rate of 3.5 heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}
  
It outputs [[light]] in a 7 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{temperature|23}} at a rate of 3.5 heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}
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It consumes {{icon small|raw fungus}} 1.5 [[raw fungus]] per day as long as it is lit. It can hold up to {{icon small|raw fungus}} 20 raw fungus at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case no material is recovered, regardless of any "fuel" remaining.
  
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]].
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If under the [[rain]] and unroofed, it consumes an additional {{icon small|raw fungus}} 0.0006 raw fungus per {{ticks|1}}, or {{#expr: 1.5+ (0.0006*60000) round 2}} fungus per day. It therefore lasts for {{#expr:20/37.5 round 2}} days if in constant rain.
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The fungus darktorch differs from the [[torch lamp]] in that it does not count as "bright light" for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{+|4}} [[mood]]let, and prevents [[surgery]] penalties for being in darkness. It is identical to the [[darktorch]] except in that it burns raw fungus instead of [[wood]].
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Needs general analysis as well as cost analysis of raw fungus vs wood for both tunneller and non-tunneller colonies.}}
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It is generally not resource and work-time efficient to use compared to [[standing lamp]]s once [[Research#Electricity|Electricity]] has been researched. Its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point.
It is generally not resource and work-time efficient to use once [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point.
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Fungus darktorches consume 1.5 raw fungus per day, and regular [[darktorch]]es burn 1.5 [[wood]] per day. When actively growing crops, [[nutrifungus]] takes much less work per unit fuel than virtually any tree. However, growing nutrifungus is worse than harvesting wild, already grown trees ''near your base''. ​A base deep inside a mountain would have to walk a long distance for the nearest tree, even in a rainforest, making fungus more efficient.
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[[Torch lamp]]s consume more wood than darktorches, though are still more efficient when wood is reasonably available.
  
 
==Version history==
 
==Version history==
* [[Ideology DLC]] initial release - Added.
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* [[Ideology DLC]] Release - Added.
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* [[Version/1.3.3076|1.3.3076]] - Description no longer incorrectly states it is refueled with wood.
  
 
{{nav|furniture|wide}}
 
{{nav|furniture|wide}}
[[Category:Furniture]]
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[[Category:Furniture]] [[Category:Lamp]]

Revision as of 20:24, 27 April 2023

Fungus darktorch

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

Type
BuildingFurniture
Market Value
22 Silver [Note]
Style Dominance
5
HP
75
Flammability
0%
Path Cost
14

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)
Resources to make
Raw fungus 20
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 Raw fungus 20 Raw fungi and 100 ticks (1.67 secs) of work in order to be constructed.

Summary

The fungus darktorch 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]

It consumes Raw fungus 1.5 raw fungus per day as long as it is lit. It can hold up to Raw fungus 20 raw fungus 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 torch lamp by a haulers as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case no material is recovered, regardless of any "fuel" remaining.

If under the rain and unroofed, it consumes an additional Raw fungus 0.0006 raw fungus per 1 tick (0.02 secs), or 37.5 fungus per day. It therefore lasts for 0.53 days if in constant rain.

The fungus darktorch differs from the torch lamp in that it does not count as "bright light" for the Lighting: Darklight Preferred precept. Instead, it gives those with the precept a +4 moodlet, and prevents surgery penalties for being in darkness. It is identical to the darktorch except in that it burns raw fungus instead of wood.

Analysis

It is generally not resource and work-time efficient to use compared to standing lamps once Electricity has been researched. Its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point.

Fungus darktorches consume 1.5 raw fungus per day, and regular darktorches burn 1.5 wood per day. When actively growing crops, nutrifungus takes much less work per unit fuel than virtually any tree. However, growing nutrifungus is worse than harvesting wild, already grown trees near your base. ​A base deep inside a mountain would have to walk a long distance for the nearest tree, even in a rainforest, making fungus more efficient.

Torch lamps consume more wood than darktorches, though are still more efficient when wood is reasonably available.

Version history

  • Ideology DLC Release - Added.
  • 1.3.3076 - Description no longer incorrectly states it is refueled with wood.