|This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled.|
A specially-treated wooden 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 wood. Produces a small amount of heat.
- 1 ˣ 1
- pass through only
- Cover Effectiveness
- Terrain Affordance
- Light Radius
- Heat Per Second
- Stops Heating At
- 23 °C (73.4 °F)
- Work To Make
- 100 ticks (1.67 secs)
The darktorch consumes 1.5 wood per day as long as it is lit, and consumes an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 37.5 wood 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.
The 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 fungus darktorch except in that it burns wood instead of raw fungus.
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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.
It consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use the darktorch.
- Ideology DLC initial release - Added.