Space Haven

Space Haven

Do lights really matter?
I haven't noticed lights doing much and they do drink power. So I was wandering if there is any reason to really build all that many of them.

They seem to provide a max of +5 comfort for a very limited number of jobs, and for leisure. They provide no sleep comfort bonus and they also wont apply for jobs using machines that decrease comfort below a positive value. I have only really found 2 or 3 places where they actually provide any bonus. Am I missing a benefit to them?

Also, is there any reason to build a bespoke prison? I was thinking it might be better just to have prisoners and crew share the same space.
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Showing 1-14 of 14 comments
i usually build ground light within 4 blocks away. Just a line of them is fine. By your question, it's only so the crews don't have that minus status of "It's dark". within a a big room it should fine 2-3 lights. Also some facility already provide some light themselves.

The +5 comfort only benefitable for Leisure, it boost the mood faster when they're low.

Now for the prisoner i personally don't have much experience, but i have them share the same facilities and room, so far no issues.
They do for rec rooms but those have furniture with built-in lights so they are really just a decoration.
Originally posted by Charles:
Also, is there any reason to build a bespoke prison? I was thinking it might be better just to have prisoners and crew share the same space.

I usually build a floor light at the tile where the crew stands when operating a machine. Since I often put machines facing each other, this saves on corridor space and one light.

As per prisoners, in the alpha version of the game, prison areas on board of a ship was separated as they couldn't share facilities with refugees or crew. But since recent updates, the crew, refugees, and prisoners can hot bunk, use the same toilet, kitchen and rec facilities. Also feeding prisoners and refugees the same meals as crew saves them from become deficient, and acting clumsy, thus preventing kitchen fires.
Lights give +5 work/leisure comfort if there's nothing in the room nearby that's uncomfortable. They help keep your guys' comfort up.
Thanks guys, It's good to know that there is a darkness debuff. Does anybody know if the drink machine is worth it? I notice my dudes getting hungover and that is about it.
If you don't have enough fires on ship from accidents, it can be worth it to have more of them, yeah.
Doesn't the lack of lighting contribute to the accident rate when using machines? Or am I thinking of a different game?
Originally posted by Goffik:
Doesn't the lack of lighting contribute to the accident rate when using machines? Or am I thinking of a different game?
Sounds plausible, no idea how I could use the ui to check tho.
Originally posted by Charles:
Sounds plausible, no idea how I could use the ui to check tho.

Accident rate is displayed as a percentage in a persons stats, but I haven't checked to see if it changes dynamically based on circumstances or if it's a fixed rate based on their stats/skills.
Originally posted by Goffik:
Originally posted by Charles:
Sounds plausible, no idea how I could use the ui to check tho.

Accident rate is displayed as a percentage in a persons stats, but I haven't checked to see if it changes dynamically based on circumstances or if it's a fixed rate based on their stats/skills.

There is also a darkness debuff, which affects mood which translates down to increased accident rate afaik.
Nyctophil characters are immune to this.
I THINK lights also grant a small buff to walking speed.
Originally posted by Goffik:
Doesn't the lack of lighting contribute to the accident rate when using machines? Or am I thinking of a different game?

It USED too. I've just assumed it's been kept that way, I haven't bothered checking in forever.
Hell, it used to be 'very bad idea' to have an unlit workspace on a machine, just because of that. Which, honestly, makes amazing sense. 'Working machine controls in the dark' really doesn't come across as a safe and sane thing to do.
I already have most of my ship lit so I can't really test it. However, I have noticed a lot of things produce light so not many really are needed.
each industrial workspace shoud have light, like sayed above, mood and especially acident relevant. so when your machines permant burst in flames when someone work on them check if there is light...
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