Difference between revisions of "Shard beacon"

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{{Anomaly}}
 
{{Anomaly}}
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{{About|the building that improves [[psychic rituals]]|the building that improves [[containment]]|Shard inhibitor}}
{{Spoiler}}
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{{Infobox main|building
{{rwbox
 
|nocat=true
 
|type=warning
 
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
{{Infobox main<!-- Add infobox category here -->
 
 
 
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
 
 
 
 
| name = Shard beacon
 
| name = Shard beacon
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| image = Shard beacon.png
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| 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.
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| type = Building
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| type2 = Anomaly (Buildings)
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| hp = 100
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| mass base = 10
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| cover = 0.15
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| flammability = 0
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| resource 1 = Shard
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| resource 1 amount = 1
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| resource 2 = Bioferrite
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| resource 2 amount = 30
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| work to make = 1000
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| required research = Advanced psychic rituals
 
}}
 
}}
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'''Shard beacons''' are buildings added by the [[Anomaly DLC]] that improve the quality of [[psychic rituals]].
  
INTRO TEXT
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== Acquisition ==
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{{Acquisition}}
  
== Acquistion ==
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== Summary ==
ACQUISTION TEXT
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{{Image wanted|section =1|reason = Image of all valid placements, in the standard style}}
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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.
  
== Summary ==  
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== Analysis ==
SUMMARY TEXT
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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.
  
== Analysis ==
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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.
ANALYSIS TEXT
 
  
== Version history ==  
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== Version history ==
* [[Anomaly DLC]] Release - Added.
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* [[Anomaly DLC]] Release - Added
  
CATEGORIES GO HERE
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{{Nav|anomaly|wide}}
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[[Category:Anomaly (Buildings)]]

Latest revision as of 23:30, 7 November 2024

Shard beacon

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
BuildingAnomaly (Buildings)
Market Value
425 Silver [Note]
Mass
10 kg
HP
100
Flammability
0%

Building

Cover Effectiveness
15%

Creation

Work To Make
1,000 ticks (16.67 secs)
Resources to make
Shard 1 + Bioferrite 30
Deconstruct yield
Shard 0 - 1 + Bioferrite 15
Destroy yield
Shard 0 - 1 + Bioferrite 7 - 8

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 Shard 1 Shard, Bioferrite 30 Bioferrite and 1,000 ticks (16.67 secs) of work modified by the construction speed of the builder.

Summary[edit]

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]