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Edit: Oh, it does kill the anima tree.
Oh you can, I meant normal crops that require sun. Like cotton, or devilstrand. You can just use sunlamps instead. Didn't occur to me to plant nutrifungus outside, I had so much of it growing under the mountain already.
Sunlamping the anima tree might keep it alive, but requires building near it and reducing the effectiveness of it.
plants aren't just for eating...
cotton
devil strand
drugs
other effects of a sun blocker:
* Sunlamps are harder to power w/o solar power.
* wild life has nothing to graze on. Duknow, if that affects the spawn rate but it will cause them to flee the tile once they get hungry enough. But your on an ice-sheet so I doubt there was any grass to start with.
** I think tunnelers still suffer movement penalties if they don't have some kind of light...
** Blindsight might be worth considering/testing:
last I checked, blindsight (blinded/blindfolded pawns) had no movement penalties (but did have aiming penalties- (it is a unclear to me if this combo was/is intended hence my caveat)
so... tunneler + darkness + blindsight might be worth adding. I don't know how they interact though. e.g. Do blindfolded darkness pawn still get their darkness shooting bonuses? Does the shooting bonus of being in darkness outweigh the penalty of wearing a blindfold? I also never tested one eyed blindsight stats e.g. remove both eyes and replace one with bionic + archotech.
True, true. Although I prefer to grow devilstrand indoors, personally, with a sunlamp since outdoors it's exposed to the elements and I'd rather not lose any of it to due weather and events. And I guess I've been spoiled by being able to recycle clothes for cloth C:
Colonists with the darkness precepts do not suffer any movement or workspeed penalties in the dark.
interesting, so the darklights are purely for the +4 moodlet then?
typical first week jitters of all the new content. Happens with every game I've played. Community just goes ballistic. Given a few weeks things settle down and people realize its not as bad as they think it is.
For the most part ya, just the mood, and so you can actually see stuff in your base as you play. I think you still need one near your hospital beds, the light bonus on medical success is applied to the bed not the pawn, I didn't check but I can't see the meme canceling that.
You can also use darklights to grow fibercorn and tinctoria, or flowers. It's ridiculously slow, but you can make large fields of fibercorn in caves on fungal gravel using a few darklights, for low power cost.