Difference between revisions of "Solar pinhole"
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{{Royalty}} | {{Royalty}} | ||
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{{Infobox main|psycast | {{Infobox main|psycast | ||
| name = Solar pinhole | | name = Solar pinhole | ||
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| neural heat gain = | | neural heat gain = | ||
| effect radius = 14.9 | | effect radius = 14.9 | ||
− | | duration = | + | | duration = 300000 |
| duration multiplier = | | duration multiplier = | ||
| goodwill impact = | | goodwill impact = | ||
+ | | caster must be capable of violence = false | ||
}} | }} | ||
− | '''Solar pinhole''' is a level {{P|Psylink Level}} [[psycast]] that creates a source of [[light]] and [[temperature|heat]] for | + | '''Solar pinhole''' is a level {{P|Psylink Level}} [[psycast]] that creates a source of [[light]] and [[temperature|heat]] for 5 days. |
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
+ | [[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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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. | 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. | ||
+ | |||
+ | 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 == |
Latest revision as of 14:49, 17 August 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
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
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:
- 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.
- Solar pinhole can also be acquired from a psytrainer naming it. See the psytrainer page for further details.
Summary[edit]
Analysis[edit]
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.
Very useful to deal with the threat of unnatural darkness, to the extent that emergency go-juice doses should be considered if psyfocus is low.