Difference between revisions of "Psychofluid pump"

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{{Biotech}}{{stub}}{{infobox main|building|
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{{Biotech}}
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{{Infobox main|building
 
| name = Psychofluid pump
 
| name = Psychofluid pump
 
| image = PsychofluidPump south.png
 
| image = PsychofluidPump south.png
 
| description = This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function.
 
| description = This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function.
 
| type = Building
 
| type = Building
| type2 = Misc
+
| type2 = Biotech (Buildings)
 
| placeable = true
 
| placeable = true
 
| path cost = 42
 
| path cost = 42
| passability = PassThroughOnly
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| passability = pass through only
 
| blockswind = false
 
| blockswind = false
 
| cover = 0.4
 
| cover = 0.4
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| resource 4 amount = 5
 
| resource 4 amount = 5
 
| thingCategories =  
 
| thingCategories =  
 +
| fuel filter = Hemogen pack
 +
| fuel capacity = 5
 +
| fuel consumption rate = 0.5 <!-- Empty in one year -->
 +
| initial fuel percent = 1 <!-- 100% -->
 +
| auto refuel percent = 0.05 <!-- 5% -->
 
}}
 
}}
 +
The '''psychofluid pump''' is a building added by the [[Biotech DLC]] that improves the [[psychic sensitivity]] and [[psycast]]ing ability {{RoyaltyIcon}} of a [[deathrest]]er.
  
 
== Acquisition ==
 
== Acquisition ==
Constructing a psychofluid pump requires [[Research#{{P|Required Research}}|{{P|Required Research}}]] to be researched, {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.
+
{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason = Hemogen fuel. See other fuel pages for examples}}
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{{Stub|section=1|reason = 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?}}
Active psychofluid pumps require a pawn capable of [[deathrest]], [[power]], and ? [[hemogen pack]]s per day. It must be connected to a [[deathrest casket]] to function. Up to 4 psychofluid pumps can be connected at a time. A functional pump grants 1 stack of Psychofluid Rush after a pawn wakes from a non-interrupted [[deathrest]].
+
Active psychofluid pumps require a pawn capable of [[deathrest]], and must be connected to a [[deathrest casket]]. Each psychofluid pumps consumes {{#expr:-{{P|Power Consumption}}}}W of power and {{Icon Small|hemogen pack}} 0.5 [[hemogen pack]] per day as long a pawn is deathresting in an attached casket. It can hold up to 5 packs at a time, for a maximum run time of 10 days, and is constructed fully fueled. The pump will be automatically refueled by [[Work#Haul|haulers]] so long as auto-refueling is enabled. They also do not consume power while idling, unlike facilities such as [[sleep accelerator]]s.{{IdeologyIcon}} Hence, they can be left idle without consequence.
 +
 
 +
A functional pump grants 1 stack of Psychofluid Rush after a pawn wakes from a non-interrupted [[deathrest]]. Up to 4 psychofluid pumps can be connected at a time. The bonus will be lost if deathrest gene is removed from the pawn.
  
 
'''Psychofluid Rush'''
 
'''Psychofluid Rush'''
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<div><li style="display: inline-table;">{{#vardefine:basesensitivitybonus|0.25}} {{#vardefine:baseheatratebonus|0.05}}
 
<div><li style="display: inline-table;">{{#vardefine:basesensitivitybonus|0.25}} {{#vardefine:baseheatratebonus|0.05}}
 
{| {{STDT| c_07 text-center}}
 
{| {{STDT| c_07 text-center}}
!Stack size
+
! Stack size
!×1
+
! ×1
!×2
+
! ×2
!×3
+
! ×3
!×4
+
! ×4
 
|-  
 
|-  
!Psychic Sensitivity
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! Psychic Sensitivity
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*100 round 0}}%
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| +{{#expr:{{#var:basesensitivitybonus}}*4*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*4*100 round 0}}%
 
|-
 
|-
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{RoyaltyIcon}}
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! {{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{RoyaltyIcon}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*80 round 0}}
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| +{{#expr:{{#var:basesensitivitybonus}}*4*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*4*80 round 0}}
 
|-  
 
|-  
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}} {{RoyaltyIcon}}
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! {{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}} {{RoyaltyIcon}}
 
| +{{#expr:{{#var:baseheatratebonus}}*1}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*1}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2}}/s
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| +{{#expr:{{#var:baseheatratebonus}}*4}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*4}}/s
 
|-
 
|-
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{RoyaltyIcon}}
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! {{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{RoyaltyIcon}}
 
| +{{#expr:{{#var:baseheatratebonus}}*1*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*1*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2*1.625 round 3}}/s
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This effect lasts until the next deathrest, and stacks additively for each psychofluid pump connected.
 
This effect lasts until the next deathrest, and stacks additively for each psychofluid pump connected.
  
Like other deathrest buildings, a psychofluid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own seperate limit to the buildings they can connect to, which can be increased with a [[deathrest capacity serum]].
+
Like other deathrest buildings, a psychofluid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own separate limit to the buildings they can connect to, which can be increased with a [[deathrest capacity serum]].
  
 
== Analysis ==
 
== Analysis ==
The main purpose of a psychofluid pump is to increase the potency of [[psycast]]ing{{RoyaltyIcon}}. Without the [[Royalty DLC]], the uses for a psychofluid pump are rather limited.
+
{{Stub|section=1|reason=Expound upon the benefits for psycasters, and contextualize them relative to both raw power and other buffs you could acquire instead}}
 +
As with all other deathrest machines, these cost a non-negligible amount of steel and components.  Consider holding off on building them until you are more well established and are able to produce steel and components reliably with [[deep drill]]s and [[fabrication bench]]es. The psychofluid pump also requires [[plasteel]], making it one of the more expensive deathresting machines.
  
As with all other deathrest machines, these cost a non-negligble amount of steel and components.
+
The main purpose of a psychofluid pump is to increase the potency of [[psycast]]ing{{RoyaltyIcon}} or [[psychic harmonizer]]s.{{RoyaltyIcon}} Without the [[Royalty DLC]], the uses for a psychofluid pump are rather limited.
Consider holding off on building them until you are more well established and are able to produce steel and components reliabily with [[deep drill]]s and [[fabrication bench]]es.
 
The psychofluid pump also requires [[plasteel]], making it one of the more expensive deathresting machines.
 
  
They also do not consume power while idling, unlike their contemporaries such as [[sleep accelerator]]s. Hence, they can be left idle without consequence.
+
For psycasters, the buffs are significant both in individual power and the density of different benefits given a single source. Best case scenario, a focus-less meditator, the bonus to meditation rate from 4 pumps cuts the meditation time by {{---|{{%|(1/0.5 - 1/0.70)/(1/0.5) round 2}}}}, reducing the time from 0% to 100% psyfocus by {{#expr: 100/50 - 100/70 round 2}} days. For a [[super psy-sensitive]] psycaster with the best possible focus, the relative improvement of 4 pumps drops to {{---|{{%|(1/1.14 - 1/1.34)/(1/1.14) round 2}}}}, reducing the time from 0% to 100% psyfocus by {{#expr: 100/114 - 100/134 round 2}} days. This is still a significant buff.  
  
 +
<!--Neural heat limit-->
 +
<!--Neural heat recovery rate-->
 +
<!--Comparisons as per section stub-->
 
== Gallery ==
 
== Gallery ==
 
'''Images'''
 
'''Images'''
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== Trivia ==
 
== Trivia ==
In the game's files, the psychofluid pump has a north facing sprite, despite it being identical to the south facing sprite.
+
In the game's files, the psychofluid pump has a separate north facing sprite, despite it being identical to the south facing sprite.
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest bonuses are not removed if deathrest gene is removed.
  
{{Biotech navbox}}
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{{Nav|biotech|wide}}
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[[Category:Biotech (Buildings)]]

Latest revision as of 12:25, 27 September 2024

Psychofluid pump

Psychofluid pump

This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function.

Base Stats

Type
BuildingBiotech (Buildings)
Market Value
1225 Silver [Note]
Mass
50 kg
Beauty
0
HP
200
Flammability
40%
Path Cost
42 (24%)

Fuel

Usable Item(s)
Hemogen pack Hemogen pack
Capacity
5
Consumption Rate
0.5

Building

Size
1 × 2
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Blocks Wind
False
Terrain Affordance
Light
Power
-100 W

Creation

Required Research
Deathrest
Skill Required
Construction 4
Work To Make
4,000 ticks (1.11 mins)
Resources to make
Steel 50 + Plasteel 100 + Component 6 + Hemogen pack 5
Deconstruct yield
Steel 25 + Plasteel 50 + Component 3 + Hemogen pack 2 - 3
Destroy yield
Steel 12 - 13 + Plasteel 25 + Component 1 - 2 + Hemogen pack 1 - 2

The psychofluid pump is a building added by the Biotech DLC that improves the psychic sensitivity and psycasting ability Content added by the Royalty DLC of a deathrester.

Acquisition[edit]

Psychofluid pumps can be constructed once the deathrest research project has been completed. Each requires Steel 50 Steel, Plasteel 100 Plasteel, Component 6 Components, Hemogen pack 5 Hemogen packs, 4,000 ticks (1.11 mins) of work modified by the construction speed of the builder, and a construction skill of 4.

Summary[edit]

Active psychofluid pumps require a pawn capable of deathrest, and must be connected to a deathrest casket. Each psychofluid pumps consumes 100W of power and Hemogen pack 0.5 hemogen pack per day as long a pawn is deathresting in an attached casket. It can hold up to 5 packs at a time, for a maximum run time of 10 days, and is constructed fully fueled. The pump will be automatically refueled by haulers so long as auto-refueling is enabled. They also do not consume power while idling, unlike facilities such as sleep accelerators.Content added by the Ideology DLC Hence, they can be left idle without consequence.

A functional pump grants 1 stack of Psychofluid Rush after a pawn wakes from a non-interrupted deathrest. Up to 4 psychofluid pumps can be connected at a time. The bonus will be lost if deathrest gene is removed from the pawn.

Psychofluid Rush "Psychic sensitivity is enhanced because this person used a psychofluid pump while deathresting. This effect lasts until the next deathrest."

  • Stack size ×1 ×2 ×3 ×4
    Psychic Sensitivity +25% +50% +75% +100%
    Neural Heat Limit Content added by the Royalty DLC +20 +40 +60 +80
    Base Neural Heat Recovery Rate Content added by the Royalty DLC +0.05/s +0.1/s +0.15/s +0.2/s
    Effective Neural Heat Recovery Rate Content added by the Royalty DLC +0.081/s +0.163/s +0.244/s +0.325/s
  • This effect lasts until the next deathrest, and stacks additively for each psychofluid pump connected.

    Like other deathrest buildings, a psychofluid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own separate limit to the buildings they can connect to, which can be increased with a deathrest capacity serum.

    Analysis[edit]

    As with all other deathrest machines, these cost a non-negligible amount of steel and components. Consider holding off on building them until you are more well established and are able to produce steel and components reliably with deep drills and fabrication benches. The psychofluid pump also requires plasteel, making it one of the more expensive deathresting machines.

    The main purpose of a psychofluid pump is to increase the potency of psycastingContent added by the Royalty DLC or psychic harmonizers.Content added by the Royalty DLC Without the Royalty DLC, the uses for a psychofluid pump are rather limited.

    For psycasters, the buffs are significant both in individual power and the density of different benefits given a single source. Best case scenario, a focus-less meditator, the bonus to meditation rate from 4 pumps cuts the meditation time by −29%, reducing the time from 0% to 100% psyfocus by 0.57 days. For a super psy-sensitive psycaster with the best possible focus, the relative improvement of 4 pumps drops to −15%, reducing the time from 0% to 100% psyfocus by 0.13 days. This is still a significant buff.

    Gallery[edit]

    Images

    Audio

    Trivia[edit]

    In the game's files, the psychofluid pump has a separate north facing sprite, despite it being identical to the south facing sprite.

    Version history[edit]

    • Biotech DLC Release - Added.
    • 1.4.3534 - Fix: Deathrest bonuses are not removed if deathrest gene is removed.