RimWorld Flood Light (1.6) | Layout + Power Tool

RimWorld 1.6 Outdoor Lighting Tool

RimWorld Flood Light: Stop Tripping in the Dark

Flood lights are the fast answer for yards, killbox approaches, landing pads, and long outdoor routes. Core 1.6 data gives the Flood light a 50 steel cost, 600 work to build, 100W base draw, and raw glow radius 24. Advanced lights costs 300 research after Electricity, unlocks flood lights, and halves the power draw of most electric lamps.

Flood Light 50 steel, 600 work, 100W base, glow radius 24
Advanced Lights 300 research, requires Electricity, halves lamp power draw
Full-Speed Threshold Move speed and work speed hit full value at 30% light
Medical Threshold Surgery-related light scaling reaches full value at 50% light

Quick Fix

Build one fast, light the route, move on

You do not need crop-bright light for daily base traffic. You need the full-speed ring. In RimWorld's pawn stats, darkness penalties stop once the tile reaches 30% light, which is exactly why flood lights are so good outdoors.

RimWorld flood light icon
  • Research Advanced lights so the flood light drops from 100W to 50W.
  • Place it on open ground where the route, door, or work yard actually needs the full-speed ring.
  • Use one light for small yards, then add more at 24 to 26 tiles between centers as the footprint grows.
  • Use sun lamps for crops only. Flood lights are for movement, work, and visibility.
50 steel 600 work 100W base 50W after Advanced lights
Practical outdoor planning is easier if you treat the flood light as a roughly 17 to 19 tile full-speed ring, then nudge around walls and corners from there.

Coverage Visualizer

Raw glow radius 24, practical outdoor ring 17 to 19

The thing def gives the flood light a raw glow radius of 24. In actual base planning, the useful ring for full move and work speed is smaller, which is why spacing rules matter more than the raw def alone.

rimworld flood light night coverage visualizer showing outdoor light spread
24 Raw glow radius
17-19 Practical full-speed ring
30% Move and work threshold

Lamp Comparison

Watts, radius, and the job each lamp is built for

Advanced lights halves flood, standing, and wall lamp power draw. It does not touch sun lamps.

RimWorld flood light icon for comparison

Flood Light

100W base / 50W advanced
Raw glow radius24
Cost / work50 steel / 600
Best useYards, paths, kill-lanes

The outdoor efficiency pick. Big coverage, few placements, easy nighttime budgeting.

RimWorld standing lamp icon for comparison

Standing Lamp

30W base / 15W advanced
Raw glow radius12
Cost / work20 steel / 300
Best useBedrooms and workshops

Great inside compact rooms. Wasteful outdoors because you need too many to clear long routes.

RimWorld wall lamp icon for comparison

Wall Lamp

30W base / 15W advanced
Raw glow radius11
Cost / work15 steel / 330
Best useHallways and tight rooms

The space-saving interior lamp. Use it where floor tiles matter more than absolute radius.

RimWorld sun lamp icon for comparison

Sun Lamp

2900W daytime only
Glow / overlight14 / 7
Cost / work40 steel / 330
Best useCrops only

Industrial farming light. It automatically shuts off at night and exists to keep crops alive, not routes efficient.

Core 1.6 defs: flood light, standing lamp, wall lamp, and sun lamp all live in the Furniture building defs; Advanced lights halves power draw through a research upgrade factor of 0.5.

Layout Patterns

Outdoor planner for yards, paths, killboxes, and landing pads

Use this as a fast first pass. Open yards want lights spread roughly 24 to 26 tiles apart. Paths and approach lanes want a tighter 18 to 20 tile stagger so there are no dark seams on the actual walkable route.

Recommended lights 5
Night draw 250W
Steel 250
Lit tiles ~4500
rimworld flood light yard and path layout pattern diagram
Diamond 5-pack for a 40x40 yard

Center one flood light, then add four more around it. On narrow routes, stagger lights every 18 to 20 tiles and keep them a few tiles off the centerline.

Night Defense

Light the tiles that matter before the fight starts

The best flood light placement is usually not "brightest picture." It is the smallest number of lights that makes your busiest doors, retreat lanes, and firing approach tiles stay inside the full-speed ring.

rimworld flood light killbox defense example with lit firing lane
  • Double-cover exterior doors if pawns use them during raids, rescues, or anomaly events.
  • Anchor the killbox end first, then backfill roughly 12 to 14 tiles behind it for reload and retreat space.
  • Landing pads want one light centered on the pad and another facing the approach.
  • Sun lamps are terrible night-defense lighting. Save their 2900W bill for grow rooms.
0% Move and work fall to 80%
30% Move and work return to full
50% Surgery light scaling tops out

Power Math

Night draw calculator

Use the exact lamp costs and power draws from the game defs, then treat sun lamps as daytime load unless you intentionally override their schedule.

Night draw 300W
Day draw 300W
Steel total 300
Build work 3600
Flood lights6 x 50W = 300W
Standing lamps0 x 15W = 0W
Wall lamps0 x 15W = 0W
Sun lamps (day only)0 x 2900W = 0W
Battery reserve target3 batteries for 6h

Battery math here uses 600 Wd per battery as the reserve target. If your night draw is 300W, a 6 hour reserve window calls for roughly 3 batteries.