Difference between revisions of "Psychic emanator"

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{{Infobox main|building|
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{{Infobox main|building
| image = Psychic emanator.png|Psychic emanator
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| image = Psychic emanator.png
 
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.
 
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.
 
| type = Building
 
| type = Building
 
| type2 = Special
 
| type2 = Special
| beauty = -4
 
 
| cover effectiveness = 0.2
 
| cover effectiveness = 0.2
| flammability = 1
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| flammability = 0
| max hit points = 100
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| hp = 100
 +
| cover = 0.20
 
| mass base = 15
 
| mass base = 15
 
| marketvalue = 1300
 
| marketvalue = 1300
| path cost = 15
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| path cost = 14
 
| power = -200
 
| power = -200
 
| reward item = true
 
| reward item = true
 
| size = 1 ˣ 1
 
| size = 1 ˣ 1
 
}}
 
}}
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The '''psychic emanator''' is a special building only received as a [[quest]] reward that provides a [[mood]] bonus to all [[human]] pawns around it when powered.
  
The psychic emanator is a special building only found through world quests. When powered it projects an aura in a 15 square radius around itself that provides a +5 mood bonus. The mood bonus only lasts for as long as a pawn remains within its area of effect.  
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== Acquisition ==
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Psychic emanators cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.
  
Due to the combination of its somewhat short range and no lasting effect its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, near prison cells or a chronically depressive pawns bed/work space. Because of the low beauty and high value of the emanator, you can wall it in to reduce the effect of its unattractiveness and prevent angry pawns from destroying it during a tantrum.  
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== Summary ==
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When provided with {{#expr:-{{P|Power Consumption}}}}W of [[power]], a psychic emanator projects an aura in a 14.9-tile radius around itself. This radius is not blocked by any structure, including [[walls]]. All human pawns within the radius experience a {{Thought|desc=The psychic emanator makes me feel strange, but also very relaxed.|label=Psychic emanator soothe|value=+5}} bonus, directly scaled to the [[psychic sensitivity]] of the pawn. That is, a [[psychically hypersensitive]] pawn, with the resulting 180% sensitivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - [[colonist]], [[raider]], and [[guest]], adult, child and [[baby]]{{BiotechIcon}} alike.
  
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The mood bonus only lasts for as long as a pawn remains within its area of effect.
  
{{nav/questitems}}
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The effects of multiple emanators do not stack.
  
[[Category:Buildings]]
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== Analysis ==
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The mood bonus from the emanator immediately ends once the pawn moves out of its somewhat short range, however Mood [[Mood#Mechanics|moves gradually]] in response to changes. Having the mood stabilize at the higher level obviously helps while inside the radius, but the mood will also take time to tick down to baseline after leaving the area. The higher the mood bonus, the longer it will be in effect - a psychically hypersensitive pawn will have over an hour of time before their mood stabilizes. As such, it is advisable to place the emanator in places where pawns stay for long periods of time, or frequently spend time in.
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Suggestions include:
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* Hospitals to help negate some of the negative effects of being bedridden with an illness. Note that pawns that are immobile or unconscious cannot break and are therefore a low priority for mood management.
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* Near prison cells to reduce mental breaks.
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* Near work spaces to provide a mood bonuses throughout the day - a pawn that spends all of its time in the field and then goes out of it to eat and sleep effectively has it 24/7. Ideal places include workshops, kitchens, [[meditation]] locations,{{RoyaltyIcon}} and any worksite that does not require the pawn to range over a large area.
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* In shared spaces such as dining and rec rooms - this is less efficient on a per pawn basis but will increase the happiness of the colony as a whole more effectively.
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* In areas frequented by particularly break-prone pawns, such as those with the [[Depressive]] trait or that have recently lost family members.
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As mood does not change while sleeping, it should not be placed near bedrooms
 +
 
 +
Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a [[tantrum]], or raiders from damaging or stealing it.
 +
 
 +
If targeted at improving the mood of a specific pawn or pawns, consider enhancing their [[psychic sensitivity]] to maximize the effect on their mood. [[Eltex]] clothing{{RoyaltyIcon}} is ideal, especially if the mood boost is not intended to be permanent, but a variety of methods exist. For a full list of potential enhancers, see the [[Psychic Sensitivity]] page.
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== Version history ==
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* [[Version/0.18.1722|0.18.1722]] - Added.
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{{Nav|special|wide}}
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{{Nav/questitems}}
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[[Category:Special]]

Latest revision as of 15:11, 7 January 2024

Psychic emanator

Psychic emanator

An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.

Base Stats

Type
BuildingSpecial
Market Value
1300 Silver
Mass
15 kg
HP
100
Flammability
0%
Path Cost
14

Building

Size
1 × 1
Cover Effectiveness
20%
Power
-200 W

The psychic emanator is a special building only received as a quest reward that provides a mood bonus to all human pawns around it when powered.

Acquisition[edit]

Psychic emanators cannot be constructed nor bought from traders. Instead they can only be acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.

Summary[edit]

When provided with 200W of power, a psychic emanator projects an aura in a 14.9-tile radius around itself. This radius is not blocked by any structure, including walls. All human pawns within the radius experience a +5 Psychic emanator soothe mood bonus, directly scaled to the psychic sensitivity of the pawn. That is, a psychically hypersensitive pawn, with the resulting 180% sensitivity, will experience a +9 mood bonus, while a psychically deaf pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - colonist, raider, and guest, adult, child and babyContent added by the Biotech DLC alike.

The mood bonus only lasts for as long as a pawn remains within its area of effect.

The effects of multiple emanators do not stack.

Analysis[edit]

The mood bonus from the emanator immediately ends once the pawn moves out of its somewhat short range, however Mood moves gradually in response to changes. Having the mood stabilize at the higher level obviously helps while inside the radius, but the mood will also take time to tick down to baseline after leaving the area. The higher the mood bonus, the longer it will be in effect - a psychically hypersensitive pawn will have over an hour of time before their mood stabilizes. As such, it is advisable to place the emanator in places where pawns stay for long periods of time, or frequently spend time in.

Suggestions include:

  • Hospitals to help negate some of the negative effects of being bedridden with an illness. Note that pawns that are immobile or unconscious cannot break and are therefore a low priority for mood management.
  • Near prison cells to reduce mental breaks.
  • Near work spaces to provide a mood bonuses throughout the day - a pawn that spends all of its time in the field and then goes out of it to eat and sleep effectively has it 24/7. Ideal places include workshops, kitchens, meditation locations,Content added by the Royalty DLC and any worksite that does not require the pawn to range over a large area.
  • In shared spaces such as dining and rec rooms - this is less efficient on a per pawn basis but will increase the happiness of the colony as a whole more effectively.
  • In areas frequented by particularly break-prone pawns, such as those with the Depressive trait or that have recently lost family members.

As mood does not change while sleeping, it should not be placed near bedrooms

Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a tantrum, or raiders from damaging or stealing it.

If targeted at improving the mood of a specific pawn or pawns, consider enhancing their psychic sensitivity to maximize the effect on their mood. Eltex clothingContent added by the Royalty DLC is ideal, especially if the mood boost is not intended to be permanent, but a variety of methods exist. For a full list of potential enhancers, see the Psychic Sensitivity page.

Version history[edit]