Difference between revisions of "Solar pinhole"
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== Version history == | == Version history == | ||
* [[Version/1.2.2719|1.2.2719]] - Added. | * [[Version/1.2.2719|1.2.2719]] - Added. | ||
+ | * [[Version/1.4.3580|1.4.3580]] - Fix: Solar Pinhole cannot be created over non-edifice buildings. | ||
{{Nav|psycasts|wide}} | {{Nav|psycasts|wide}} | ||
[[Category: Psycasts]] | [[Category: Psycasts]] |
Revision as of 12:45, 4 April 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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Solar pinhole
Solar pinhole is a level 1 psycast that creates a source of light and heat for a duration.
Acquisition
There are two ways to acquire Solar pinhole:
- A randomly selected level 1 psycast is granted to the psycaster when they gain psylink level 1. Solar pinhole is one of the options that may be selected. Note that this occurs regardless of how the psylink level is gained.
- Solar pinhole can also be acquired from a psytrainer naming it. See the psytrainer page for further details.
Summary
Analysis
This section is suggested to be rewritten. Reason: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion. You can help the RimWorld Wiki by improving it. |
Solar pinhole can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be cast if needed.
Use it when mining deep underground to avoid the darkness work speed penalty without having to build long, temporary, and/or redundant infrastructure.
Also good for icesheet or other places where heat and light are hard to fuel pre-electricity. Getting lucky with the right random psycast can lessen a colony's dependence on geysers and allow more rapid and/or flexible expansion.