Standing lamp

== Acquisition ==
== Summary ==
Standing lamps consume 30W* of power to produce light, with a maximum of 50% illumination in a small radius**. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, standing lamps are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of standing lamps will ever give more than 50% illumination (e.g. for rice plants, etc). 
If the Ideology DLC is enabled, standing lamps can be set to darklight mode, which will please Ideoligions that prefer darkness.
Lamps can be uninstalled freely. Unlike most other powered structures, the lamp will not short circuit when unroofed in the rain. 
: (* Initially; this drops to 15 watts with Advanced Lights, see below)
: (** 6 tiles diagonally, 7-9 orthogonally depending how you measure - see image, left)
==== Visual representation ====
The lighting that can be seen represented by in-game visual differences does not always correspond to the actual % of light on a tile. Also note that areas that are not in direct line of sight with a lamp can be quite well lit. Using multiple lamps close to each other also gives the appearance of "white light" and a more well-lit area, though this has no actual effect in-game.
In the image below, the entire corridor is fully lit at 50%, even though the lamps are not in direct line with each tile. However, the tiles diagonally above the lamps, on the other side of walls, are in total darkness, whereas they appear to be partially lit in the screenshot.
== Advanced lights ==
With the Advanced Lights research, the power cost of standing lamps are halved, to W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Standing lamps of different colors will blend together.
== Analysis ==
It slows down movement to , but it does not require a wall for installation. This makes standing lamps a useful option in the middle of large, open-space rooms where the radius of wall lamps cannot reach. Compared to the wall lamp, it produces light in a larger radius (≈8 -> ≈9 tiles), costs more steel to construct (15 -> 20), and takes 30 ticks (330 -> 300) less work to make. Both lamps consume the same amount of power.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Standing lamp.png|Base variant
Morbid standing lamp.png|Morbid variant
Totemic standing lamp.png|Totemic variant
Spikecore standing lamp.png|Spikecore variant
Rustic standing lamp.png|Rustic variant
Techist standing lamp.png|Techist variant
Standing darklamp.png|Base darklight variant
Morbid standing darklamp.png|Morbid darklight variant
Totemic standing darklamp.png|Totemic darklight variant
Spikecore standing darklamp.png|Spikecore darklight variant
Rustic standing darklamp.png|Rustic darklight variant
Techist standing darklamp.png|Techist darklight variant
== Version history ==
* Ideology DLC Release - Standing darklamp added. Received styles via new Ideoligion style system. 
* 1.4.3523 - The Colored Lights research was replaced by the Advanced Lighting research. Light color selection system added, including darklight option. Standing lamp (red), standing lamp (blue), and standing lamp (green) unlockable variants, as well as the standing darklight merged into the standing lamp, in both role and in existing saves.
* 1.4.3555 - Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
Category:Furniture Category:Lamp