Difference between revisions of "Shard beacon"

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== Summary ==
 
== Summary ==
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{{Image wanted|section =1|reason = Image of all valid placements, in the standard style}}
Each beacon within 10 tiles of a [[psychic ritual spot]] provides an {{+|8%}} bonus to ritual quality, up to a maximum of {{+|32%}} with four beacons.
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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.
  
 
== Analysis ==
 
== Analysis ==
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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.
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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.
  
 
== Version history ==
 
== Version history ==

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]