LF PowerGrid
Appliances

Ceiling Light

Overhead light fixture. Consumes 10 u/s and passes power downstream.

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Overview

The Ceiling Light is a passthrough consumer light fixture that consumes 10 units per second while allowing power to flow downstream. This enables efficient daisy-chaining of multiple lights in series. It features material swaps for emissive lighting effects and creates dynamic ScriptedLightBase objects at a memory point to cast realistic shadows and illumination.

Specifications

Property Value
ClassLFPG_CeilingLight
Base ClassLFPG_WireOwnerBase
TypePassthrough (1 IN + 1 OUT)
Power Consumption10 u/s
Power Capacity50 u/s (passthrough)
Weight (Kit)2,000g
Weight (Placed)3,000g
Size2x2

Ports

  • input_1: Main power input
  • output_1: Downstream power output (passthrough)

Material & Lighting

  • Powered Material: lf_ceiling_light_on.rvmat (emissive, glowing)
  • Unpowered Material: lf_ceiling_light.rvmat (non-emissive, dark)
  • Dynamic Light: ScriptedLightBase created at memory point "light"

How It Works

When powered, the Ceiling Light swaps to an emissive material and spawns a dynamic light source that illuminates surrounding geometry. When unpowered, it switches to a dark material and the light disappears. Power flows through to downstream devices (input_1 → consumption → output_1), allowing multiple lights to be daisy-chained without additional splitters.

Wiring Examples

Daisy Chain Series

Source
Light 1
Light 2
Light 3
Device

Connect lights in series to illuminate a corridor while passing remaining power downstream. Total consumption is cumulative.

Parallel Configuration with Splitter

Source
Splitter
Light 1
Light 2
Light 3

Use a splitter to power multiple light branches independently, controlling groups separately if needed.

Lit Corridor with Backup

Solar Panel T2
Battery
Light 1
Light 2
Light 3
Devices

Chain lights with battery backup for continuous illumination and device power.

Tips

  • 10 u/s per light — three lights consume 30 u/s total
  • Daisy-chaining avoids need for extra splitters; efficient for long corridors
  • Pair with switches to control lighting zones independently
  • Material swap creates realistic glow when powered; dark appearance when offline
  • Dynamic light sources cast realistic shadows in interiors
  • Great for creating well-lit bases without excessive power infrastructure
  • Use memory point "light" for custom positioning of light origin