Difference between revisions of "Shard beacon"
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− | {{ | + | {{About|the building that improves [[psychic rituals]]|the building that improves [[containment]]|Shard inhibitor}} |
− | + | {{Infobox main|building | |
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− | {{Infobox main | ||
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| name = Shard beacon | | name = Shard beacon | ||
+ | | image = Shard beacon.png | ||
+ | | description = A shard of dark archotechnology mounted on a bioferrite pedestal. The shard, focused by the bioferrite, shapes nearby dark psychic flows. When placed near a psychic ritual spot, it improves the ritual quality.<br>A ritual can benefit from up to four shard beacons. | ||
+ | | type = Building | ||
+ | | type2 = Anomaly (Buildings) | ||
+ | | hp = 100 | ||
+ | | mass base = 10 | ||
+ | | cover = 0.15 | ||
+ | | flammability = 0 | ||
+ | | resource 1 = Shard | ||
+ | | resource 1 amount = 1 | ||
+ | | resource 2 = Bioferrite | ||
+ | | resource 2 amount = 30 | ||
+ | | work to make = 1000 | ||
+ | | required research = Advanced psychic rituals | ||
}} | }} | ||
+ | '''Shard beacons''' are buildings added by the [[Anomaly DLC]] that improve the quality of [[psychic rituals]]. | ||
− | + | == Acquisition == | |
+ | {{Acquisition}} | ||
− | == | + | == Summary == |
− | + | {{Image wanted|section =1|reason = Image of all valid placements, in the standard style}} | |
+ | Each beacon within 10 tiles of a [[psychic ritual spot]]{{Check Tag|Multiple spots?|Can it affect multiple ritual spots if you have two next each other (e.g. for a high quality and a low quality site}} provides an {{+|8%}} bonus to ritual quality, up to a maximum of {{+|32%}} with four beacons. | ||
− | == | + | == Analysis == |
− | + | Shard beacons represent a significant improvement to the efficacy of [[psychic rituals]], making them much more efficient for a one-time investment.{{Check Tag|Examples?|Worked examples with math would be valuable}} Any colony making frequent use of rituals should invest in beacons eventually. | |
− | == | + | The primary concern is the cost of a [[shard]] per beacon. Shards can be in short supply even when encountered regularly as they have a number of powerful uses. When to invest becomes a balancing act that depends on the focus of a colony - a colony using rituals as soon as they leave cooldown may build beacons as soon as they have infused a couple of [[ghoul]]s, while less frequent users can stand to delay for other infrastructure especially if they have particularly [[psychic sensitivity|psychically sensitive]] invokers to make up the short fall. |
− | + | ||
+ | == Version history == | ||
+ | * [[Anomaly DLC]] Release - Added | ||
− | + | {{Nav|anomaly|wide}} | |
+ | [[Category:Anomaly (Buildings)]] |
Latest revision as of 23:30, 7 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Shard beacon
A shard of dark archotechnology mounted on a bioferrite pedestal. The shard, focused by the bioferrite, shapes nearby dark psychic flows. When placed near a psychic ritual spot, it improves the ritual quality.
A ritual can benefit from up to four shard beacons.
Base Stats
- Type
- Building – Anomaly (Buildings)
- Mass
- 10 kg
- HP
- 100
- Flammability
- 0%
Building
- Cover Effectiveness
- 15%
Creation
- Work To Make
- 1,000 ticks (16.67 secs)
Shard beacons are buildings added by the Anomaly DLC that improve the quality of psychic rituals.
Acquisition[edit]
Shard beacons can be constructed, each requiring 1 Shard, 30 Bioferrite and 1,000 ticks (16.67 secs) of work modified by the construction speed of the builder.
Summary[edit]
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Image of all valid placements, in the standard style. |
Each beacon within 10 tiles of a psychic ritual spot[Multiple spots?] provides an +8% bonus to ritual quality, up to a maximum of +32% with four beacons.
Analysis[edit]
Shard beacons represent a significant improvement to the efficacy of psychic rituals, making them much more efficient for a one-time investment.[Examples?] Any colony making frequent use of rituals should invest in beacons eventually.
The primary concern is the cost of a shard per beacon. Shards can be in short supply even when encountered regularly as they have a number of powerful uses. When to invest becomes a balancing act that depends on the focus of a colony - a colony using rituals as soon as they leave cooldown may build beacons as soon as they have infused a couple of ghouls, while less frequent users can stand to delay for other infrastructure especially if they have particularly psychically sensitive invokers to make up the short fall.
Version history[edit]
- Anomaly DLC Release - Added