Difference between revisions of "Solar pinhole"
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'''Solar pinhole''' is a level {{P|Psylink Level}} [[psycast]] that creates a source of [[light]] and [[temperature|heat]] for a duration. | '''Solar pinhole''' is a level {{P|Psylink Level}} [[psycast]] that creates a source of [[light]] and [[temperature|heat]] for a duration. |
Revision as of 08:24, 7 April 2024
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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
- Caster Must Be Capable of Violence
- False
Solar pinhole is a level 1 psycast that creates a source of light and heat for a duration.
Acquisition
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
Analysis
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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.