Difference between revisions of "Shard beacon"
Line 28: | Line 28: | ||
== Analysis == | == 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 == | == Version history == |
Revision as of 22:34, 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
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
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.
Analysis
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
- Anomaly DLC Release - Added