Basic Information[]
The Atlantis Lamp is a light-source that looks like a two-block-high floor lamp, although it takes up only one block of space. It gives off about the same amount of light as a Coal Torch.
When placed and switched on (by default), the lamp will prevent Creatures from spawning on the illuminated surrounding solid blocks - even daylight creatures. Its artificial light does not hurt Night Creatures though, so after these Creatures have spawned in darkness somewhere else, they can then wander into the light of a lamp unscathed.
How to obtain[]
Atlantis Lamps can be crafted in your Crafting Menu (to be opened by pressing "q" as the default key), but only after the according crafting recipe has been unlocked. You can also obtain it by buying a building kit for a Blueprint that contains Atlantis Lamps.
These lamps cannot be found in randomly spawning Treasure Chests nor can they be obtained from any Creatures.
How to unlock the crafting recipe[]
The crafting recipe for the Atlantis Lamp can be unlocked in your Crafting Menu by:
- crafting a Gas Lamp
- collecting Coral
- collecting Scales from Karrotfish
How to craft[]
To craft 1 Atlantis Lamp at a time in your crafting menu (to be opened with Q as the default crafting key), you'll need:
- 1 Stone Rod made in a Processor from Stone, Limestone or Bedrock
- 1 Scales obtained from Karrotfish
- 1 Melted Wax made in a Forge from Beeswax
- 2 Coal
How to use []
Like all other lamps the Atlantis Lamp can be placed and fully rotated, switched on and off by activating it, and it can be wired to activation devices to be activated/deactivated from a distance, in a sequence, for a specific length of time, etc.
Like all luminaires in Creativerse, Atlantis Lamps do not need any fuel and will not go black by themselves after being placed in the world. The Atlantis Lamp gives off heat, so it might set flammable blocks on fire if placed too close to them.
You can fully rotate Atlantis Lamps into all directions by pointing your cursor at them, then pressing and holding R (as the default key) and then moving the mouse while holding down the left mouse button. The chosen rotation angle can be "locked" too by simply typing "r" while looking at a rotated item, so that all items of the same stack in the chosen quickslot will then face the same direction when being placed.
Atlantis Lamps can be switched on or off by activating them. Use your right mouse button or press "f" (as the default key) while looking at an Atlantis Lamp that has been placed into the world to turn it off or on.
Like most other placable blocks in Creativerse, Atlantis Lamps can be painted, with the primary color affecting the color of the lampshade and leg, and the secondary color affecting the foot of the lamp and decorations. Currently, painting the Atlantis Lamp with any primary color will make it stop emitting light almost entirely, even if the color is set to glow. Atlantis Lamps can also be put into displays, where they will be shown at a reduced size, although they will not emit any light.
You won't need any Power Cells (Mining Cell) to pick up Atlantis Lamps that have been placed into the game world. Of course you won't be able to pick up such objects on game worlds, on player claims or in Adventures where your Permission rank is not sufficient (mainly when you are merely a visitor), which can only be changed by the owner of the game world, claim owner or Adventure creator.
How to wire Atlantis Lamps[]
Atlantis Lamps can be wired to activation devices like Switches, Sensors, Number Pads or Pressure Plates etc., optionally with operating gates in between, like Number Comparison Gates, Delay Gates, Flip-Flop Gates, Inverter Gates, Logic Gates, etc. The Atlantis Lamp can only serve as a receiver and can be switched on or off by using the activation device/s. |
To wire Atlantis Lamps, equip an Wiring Tool and point your cursor at a Atlantis Lamp that you have placed into the world. The "Receive" Hotspot will become visible then and you will be able to connect it to the "Send" Hotspot of activation devices and/or of operating gates.
Type "n" (as the default key) to inspect the wiring window of the Atlantis Lamp if you wish to type a code word into the receiving array that you will then also use in the sending array of the activation device/s and/or operating gate/s.
How to change the settings of Atlantis Lamps[]
The interactivity of Atlantis Lamps can be toggled as well. Wireable objects like Atlantis Lamps can be activated/deactivated by players of all permission ranks, even by visitors, unless their interactivity is disabled (locked) for all players (even owners) with a Wiring Tool.
For this purpose you can lock your Atlantis Lamps by disabling the option "can interact". You can access this option when looking at the Atlantis Lamp and typing "n" (as the default key) with an Wiring Tool equipped.
Now other players cannot switch on or off your Atlantis Lamp, but only if their permission rank is lower than the minimum permission level of the according Atlantis Lamp. If players are either builders or even admins on your player claim or on the game world (if the Atlantis Lamp is not placed on any claimed land), then these players might not only activate/deactivate the Atlantis Lamp, but even pick them up and take them away.
The padlock symbol lets you define the minimum permission rank for your Atlantis Lamp that players will need to match or outrank in order to be able to see and change the settings of the Atlantis Lamp with their own Wiring Tool. For this, use your Wiring Tool and "n" to open the wiring window of the Atlantis Lamp and look for the padlock symbol in the top right corner of the settings window.
Click on it to check the permission setting that is currently selected. The permission level of these lightings will be set to "world builders" by default when placing the Atlantis Lamps, and on player claims it will automatically be set to "claim builders" when being placed.
When raising the permission level of a Atlantis Lamp with the padlock symbol, only its owner and players with a matching or even higher permission rank than the permission level of the lamp can then use their Wiring Tools to change the settings (including "can interact") of the lamp, so that they can switch the Atlantis Lamp on/off directly, or even pick it up and take it away.
Renaming an Atlantis Lamp[]
Using this same settings window by typing "n" (as the default key) with an Wiring Tool equipped while looking at the Atlantis Lamp, you can also rename your Atlantis Lamp by typing another description into the labelling array (up to 30 characters).