|This information relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
|This article is a stub. You can help RimWorld Wiki by expanding it.|
A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
- 9 kg
- 1 ˣ 1
- Cover Effectiveness
- 22 + 1
A Gloomlight can be claimed from a Mechanoid cluster once it is defeated, assuming it is not damaged in the fight. It provides light of 50% without the need for external power sources.
Gloomlights can be claimed from a Mechanoid cluster once it is defeated. Simply claim and uninstall it.
It is rather terrible. It provides very little lighting, which means lighting up areas meaningfully requires many of them, but they are also very ugly. There might be a niche case to keep one in the hospital for emergency light during surgery while a solar flare or other power outage occurs, but in most cases, i.e. in all biomes where you can get wood easily, a torch lamp is superior.
It can not be sold.[Needs validation]
They provide full cover, but their low HP, make them a poor choice for this role. This can be exploited to bait raiders into using it as cover, only for it to be destroyed and expose them, however its generally not the hassle in acquiring them for this purpose when stools can be easily constructed instead.
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
- 1.2.2719 - Added.