Difference between revisions of "Psychic emanator"

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(Certain quest implies that theres some unknown subclass of quests that provide the reward. BUt really its any quest that has enough value attached to it.)
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{{stub}}{{Infobox main|building|
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{{Infobox main|building|
 
| image = Psychic emanator.png|Psychic emanator
 
| image = Psychic emanator.png|Psychic emanator
 
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.
 
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.
 
| type = Building
 
| type = Building
 
| type2 = Special
 
| type2 = Special
| beauty = -4
 
 
| cover effectiveness = 0.2
 
| cover effectiveness = 0.2
 
| flammability = 1
 
| flammability = 1
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| size = 1 ˣ 1
 
| size = 1 ˣ 1
 
}}
 
}}
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The '''psychic emanator''' is a special building only found through world [[quests]] that provides a mood bonus to all [[human]] pawns around it when powered.
  
The '''psychic emanator''' is a special building only found through world quests. When powered it projects an aura in a 15-tile radius around itself that provides a +5 mood bonus. The mood bonus only lasts for as long as a pawn remains within its area of effect.  
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== Acquisition ==
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Psychic emanators cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.
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== Summary ==
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When powered with {{P|Power consumption}}W, a psychic emanator projects an aura in a 15-tile radius around itself. This radius is not blocked by any structure, including [[walls]]. All human pawns within the radius experience a "''Psychic emanator soothe''" [[thought]] that provides a {{+|5}} mood bonus, directly scaled to the [[psychic sensitivity]] of the pawn. That is, a [[psychically hypersensitive]] pawn, with the resulting 180% sensitivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - [[colonist]], [[raider]], and [[guest]] alike.
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The mood bonus only lasts for as long as a pawn remains within its area of effect.  
  
Due to the combination of its somewhat short range and no lasting effect its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, near prison cells or a chronically depressive pawns bed/work space. Because of the low beauty and high value of the emanator, you can wall it in to reduce the effect of its unattractiveness and prevent angry pawns from destroying it during a tantrum.  
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== Analysis ==
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{{stub|section=1}}
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Due to the combination of its somewhat short range and no lasting effect its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, near prison cells or a chronically depressive pawns bed/work space. Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a tantrum, or raiders from damaging or stealing it.  
  
== Acquisition ==
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If targetted at improving the mood of a specific pawn, consider placing them in [[eltex]] clothing{{RoyaltyIcon}} to maximise the effect on their mood.
Psychic emanators cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.
 
  
 
== Version history ==
 
== Version history ==

Revision as of 12:22, 9 February 2022

Psychic emanator

Psychic emanator

An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.

Base Stats

Type
BuildingSpecial
Market Value
1300 Silver
Mass
15 kg
Flammability
100%
Path Cost
15 (46%)

Building

Size
1 × 1
Power
-200 W

The psychic emanator is a special building only found through world quests that provides a mood bonus to all human pawns around it when powered.

Acquisition

Psychic emanators cannot be constructed nor bought from traders. Instead they can only be acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.

Summary

When powered with W, a psychic emanator projects an aura in a 15-tile radius around itself. This radius is not blocked by any structure, including walls. All human pawns within the radius experience a "Psychic emanator soothe" thought that provides a +5 mood bonus, directly scaled to the psychic sensitivity of the pawn. That is, a psychically hypersensitive pawn, with the resulting 180% sensitivity, will experience a +9 mood bonus, while a psychically deaf pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - colonist, raider, and guest alike.

The mood bonus only lasts for as long as a pawn remains within its area of effect.

Analysis

Due to the combination of its somewhat short range and no lasting effect its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, near prison cells or a chronically depressive pawns bed/work space. Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a tantrum, or raiders from damaging or stealing it.

If targetted at improving the mood of a specific pawn, consider placing them in eltex clothingContent added by the Royalty DLC to maximise the effect on their mood.

Version history