Difference between revisions of "Solar pinhole"

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(Removed redirect to Psycasts#Solar pinhole)
Tag: Removed redirect
 
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{{Royalty}}
 
{{Royalty}}
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{{Stub|reason=General}}
 
{{Infobox main|psycast
 
{{Infobox main|psycast
 
| name = Solar pinhole
 
| name = Solar pinhole
 
| image = SolarPinhole.png
 
| image = SolarPinhole.png
 
| type = Psycast
 
| type = Psycast
| description =  
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| description = Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.
| psylink level =
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| psylink level = 1
| casting time =
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| casting time = 12
| ability range =  
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| ability range = 24.9
| psyfocus cost =  
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| psyfocus cost = 0.08
 
| neural heat gain =  
 
| neural heat gain =  
| effect radius =
+
| effect radius = 14.9
| duration =
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| duration = 300000
 
| duration multiplier =  
 
| duration multiplier =  
 
| goodwill impact =
 
| goodwill impact =
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| caster must be capable of violence = false
 
}}
 
}}
'''Solar pinhole''' is a level {{P|Psylink Level}} [[psycast]] that drives pawns insane in its area of effect.  
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'''Solar pinhole''' is a level {{P|Psylink Level}} [[psycast]] that creates a source of [[light]] and [[temperature|heat]] for 5 days.
  
 
== Acquisition ==
 
== Acquisition ==
There are two ways to acquire {{P|Name}}:
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{{Acquisition}}
# A randomly selected level {{P|Psylink Level}} psycast is granted to the psycaster when they gain psylink level {{P|Psylink Level}}. {{P|Name}} is one of the options that may be selected. Note that this occurs regardless of how the psylink level is gained.
 
# {{P|Name}} can also be acquired from a [[psytrainer]] naming it. See the [[psytrainer]] page for further details.
 
  
 
== Summary ==
 
== Summary ==
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[[File:Solar Pinhole Radius Labeled.png|300px|thumb|left|The white area (9 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (10-11 tiles) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
  
 
== Analysis ==
 
== Analysis ==
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{{Rewrite|section=1|reason=Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion}}
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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.
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Use it when mining deep underground to avoid the darkness work speed penalty without having to build long, temporary, and/or redundant infrastructure.
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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 [[geyser]]s and allow more rapid and/or flexible expansion.
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Very useful to deal with the threat of [[unnatural darkness]],{{AnomalyIcon}} to the extent that emergency [[go-juice]] doses should be considered if psyfocus is low.
  
 
== Version history ==
 
== Version history ==
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* [[Version/1.2.2719|1.2.2719]] - Added.
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* [[Version/1.4.3580|1.4.3580]] - Fix: Solar Pinhole cannot be created over non-edifice buildings.
  
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{{Nav|psycasts|wide}}
 
[[Category: Psycasts]]
 
[[Category: Psycasts]]

Latest revision as of 14:49, 17 August 2024

Solar pinhole

Solar pinhole

Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.

Base Stats

Type
Psycast

Ability

Psylink Level
1
Psyfocus Cost
8%
Casting Time
12 ticks (0.2 secs)
Range
24.9 tiles
Effect Radius
14.9 tiles
Duration
300,000 ticks (83.33 mins)
Caster Must Be Capable of Violence
False

Solar pinhole is a level 1 psycast that creates a source of light and heat for 5 days.

Acquisition[edit]

There are two ways to acquire the psycast Solar pinhole:

  1. Upon reaching psylink level 1, a random psycast of level 1 is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level 1 psycast.
  2. Solar pinhole can also be acquired from a psytrainer naming it. See the psytrainer page for further details.

Summary[edit]

The white area (9 tiles out) is 50% illumination, required for best surgery success chance; the yellow (10-11 tiles) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

Analysis[edit]

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.

Very useful to deal with the threat of unnatural darkness,Content added by the Anomaly DLC to the extent that emergency go-juice doses should be considered if psyfocus is low.

Version history[edit]

  • 1.2.2719 - Added.
  • 1.4.3580 - Fix: Solar Pinhole cannot be created over non-edifice buildings.