Difference between revisions of "Solar pinhole"

From RimWorld Wiki
Jump to navigation Jump to search
(Duration of Solar Pinhole is 5 days)
 
Line 1: Line 1:
 
{{Royalty}}
 
{{Royalty}}
 
{{Stub|reason=General}}
 
{{Stub|reason=General}}
{{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
 
 
{{Infobox main|psycast
 
{{Infobox main|psycast
 
| name = Solar pinhole
 
| name = Solar pinhole

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.