Difference between revisions of "Solar pinhole"

From RimWorld Wiki
Jump to navigation Jump to search
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
 
| image = SolarPinhole.png
 
| image = SolarPinhole.png
 
| type = Psycast
 
| type = Psycast
| description =  
+
| description = 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.
| psylink level =
+
| psylink level = 1
| casting time =
+
| casting time = 12
| ability range =  
+
| ability range = 24.9
| psyfocus cost =  
+
| psyfocus cost = 0.08
 
| neural heat gain =  
 
| neural heat gain =  
| effect radius =
+
| effect radius = 14.9
 
| duration =
 
| duration =
 
| duration multiplier =  
 
| duration multiplier =  

Revision as of 11:57, 5 April 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

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 Solar pinhole:

  1. A randomly selected level 1 psycast is granted to the psycaster when they gain psylink level 1. Solar pinhole is one of the options that may be selected. Note that this occurs regardless of how the psylink level is gained.
  2. Solar pinhole can also be acquired from a psytrainer naming it. See the psytrainer page for further details.

Summary

Analysis

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.

Version history

  • 1.2.2719 - Added.
  • 1.4.3580 - Fix: Solar Pinhole cannot be created over non-edifice buildings.