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{{Biotech}}
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{{Biotech}}{{stub}}{{infobox main|building|
{{Infobox main|building
 
 
| name = Psychofluid pump
 
| name = Psychofluid pump
 
| image = PsychofluidPump south.png
 
| image = PsychofluidPump south.png
 
| description = This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function.
 
| description = This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function.
 
| type = Building
 
| type = Building
| type2 = Biotech (Buildings)
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| type2 = Misc
 
| placeable = true
 
| placeable = true
 
| path cost = 42
 
| path cost = 42
| passability = pass through only
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| passability = PassThroughOnly
 
| blockswind = false
 
| blockswind = false
 
| cover = 0.4
 
| cover = 0.4
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| thingCategories =  
 
| thingCategories =  
 
}}
 
}}
The '''psychofluid pump''' is a building added by the [[Biotech DLC]] that improves the [[psychic sensitivity]] and [[psycast]]ing ability {{RoyaltyIcon}} of a [[deathrest]]er.
 
  
 
== Acquisition ==
 
== Acquisition ==
Psychofluid pumps can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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Constructing a psychofluid pump requires [[Research#{{P|Required Research}}|{{P|Required Research}}]] to be researched, {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason = 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?}}
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{{Stub|section=1|reason = Hemogen fuel. See other fuel pages for examples}}
Active psychofluid pumps require a pawn capable of [[deathrest]], and must be connected to a [[deathrest casket]]. Each psychofluid pumps consumes {{#expr:-{{P|Power Consumption}}}}W of power and {{Icon Small|hemogen pack}} 0.5 [[hemogen pack]] per day as long a pawn is deathresting in an attached casket. It can hold up to 5 packs at a time, for a maximum run time of 10 days, and is constructed fully fueled. The pump will be automatically refueled by a [[Work#Haul|haulers]] so long as auto-refueling is enabled. They also do not consume power while idling, unlike facilities such as [[sleep accelerator]]s.{{IdeologyIcon}} Hence, they can be left idle without consequence.
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When connected to a [[deathrest casket]], a psychofluid pump grants 1 stack of Psychofluid Rush after a pawn wakes from a non-interrupted [[deathrest]]. This lasts until the next deathrest. Up to 4 pumps can be connected at a time.
 
 
A functional pump grants 1 stack of Psychofluid Rush after a pawn wakes from a non-interrupted [[deathrest]]. Up to 4 psychofluid pumps can be connected at a time. The bonus will be lost if deathrest gene is removed from the pawn.
 
  
 
'''Psychofluid Rush'''
 
'''Psychofluid Rush'''
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* +5% / day [[meditation]] [[psyfocus]] gain {{RoyaltyIcon}}
 
* +5% / day [[meditation]] [[psyfocus]] gain {{RoyaltyIcon}}
 
* +0.05 [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] {{RoyaltyIcon}}
 
* +0.05 [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] {{RoyaltyIcon}}
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This effect lasts until the next deathrest, and stacks additively for each psychofluid pump connected.
  
 
<div><li style="display: inline-table;">{{#vardefine:basesensitivitybonus|0.25}} {{#vardefine:baseheatratebonus|0.05}}
 
<div><li style="display: inline-table;">{{#vardefine:basesensitivitybonus|0.25}} {{#vardefine:baseheatratebonus|0.05}}
 
{| {{STDT| c_07 text-center}}
 
{| {{STDT| c_07 text-center}}
! Stack size
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!Stack size
! ×1
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!×1
! ×2
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!×2
! ×3
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!×3
! ×4
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!×4
 
|-  
 
|-  
! Psychic Sensitivity
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!Psychic Sensitivity
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*100 round 0}}%
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| +{{#expr:{{#var:basesensitivitybonus}}*4*100 round 0}}%
 
| +{{#expr:{{#var:basesensitivitybonus}}*4*100 round 0}}%
 
|-
 
|-
! {{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{RoyaltyIcon}}
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!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{RoyaltyIcon}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*1*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*2*80 round 0}}
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| +{{#expr:{{#var:basesensitivitybonus}}*4*80 round 0}}
 
| +{{#expr:{{#var:basesensitivitybonus}}*4*80 round 0}}
 
|-  
 
|-  
! {{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}} {{RoyaltyIcon}}
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!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}} {{RoyaltyIcon}}
 
| +{{#expr:{{#var:baseheatratebonus}}*1}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*1}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2}}/s
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| +{{#expr:{{#var:baseheatratebonus}}*4}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*4}}/s
 
|-
 
|-
! {{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{RoyaltyIcon}}
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!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{RoyaltyIcon}}
 
| +{{#expr:{{#var:baseheatratebonus}}*1*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*1*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*2*1.625 round 3}}/s
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| +{{#expr:{{#var:baseheatratebonus}}*4*1.625 round 3}}/s
 
| +{{#expr:{{#var:baseheatratebonus}}*4*1.625 round 3}}/s
 
|}</li><div>
 
|}</li><div>
This effect lasts until the next deathrest, and stacks additively for each psychofluid pump connected.
 
  
Like other deathrest buildings, a psychofluid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own separate limit to the buildings they can connect to, which can be increased with a [[deathrest capacity serum]].
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Like other deathrest buildings, a psychofluid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own seperate limit to the buildings they can connect to, which can be increased with a [[deathrest capacity serum]].
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Expound upon the benefits for psycasters, and contextualize them relative to both raw power and other buffs you could acquire instead}}
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The main purpose of a psychofluid pump is to increase the potency of [[psycast]]ing{{RoyaltyIcon}}. Without the [[Royalty DLC]], the uses for a psychofluid pump are rather limited.
As with all other deathrest machines, these cost a non-negligible amount of steel and components.  Consider holding off on building them until you are more well established and are able to produce steel and components reliably with [[deep drill]]s and [[fabrication bench]]es. The psychofluid pump also requires [[plasteel]], making it one of the more expensive deathresting machines.
 
  
The main purpose of a psychofluid pump is to increase the potency of [[psycast]]ing{{RoyaltyIcon}} or [[psychic harmonizer]]s.{{RoyaltyIcon}} Without the [[Royalty DLC]], the uses for a psychofluid pump are rather limited.
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As with all other deathrest machines, these cost a non-negligble amount of steel and components.
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Consider holding off on building them until you are more well established and are able to produce steel and components reliabily with [[deep drill]]s and [[fabrication bench]]es.
 +
The psychofluid pump also requires [[plasteel]], making it one of the more expensive deathresting machines.
  
For psycasters, the buffs are significant both in individual power and the density of different benefits given a single source. Best case scenario, a focus-less meditator, the bonus to meditation rate from 4 pumps cuts the meditation time by {{---|{{%|(1/0.5 - 1/0.70)/(1/0.5) round 2}}}}, reducing the time from 0% to 100% psyfocus by {{#expr: 100/50 - 100/70 round 2}} days. For a [[super psy-sensitive]] psycaster with the best possible focus, the relative improvement of 4 pumps drops to {{---|{{%|(1/1.14 - 1/1.34)/(1/1.14) round 2}}}}, reducing the time from 0% to 100% psyfocus by {{#expr: 100/114 - 100/134 round 2}} days. This is still a significant buff.  
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They also do not consume power while idling, unlike their contemporaries such as [[sleep accelerator]]s. Hence, they can be left idle without consequence.
  
<!--Neural heat limit-->
 
<!--Neural heat recovery rate-->
 
<!--Comparisons as per section stub-->
 
 
== Gallery ==
 
== Gallery ==
 
'''Images'''
 
'''Images'''
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== Trivia ==
 
== Trivia ==
In the game's files, the psychofluid pump has a separate north facing sprite, despite it being identical to the south facing sprite.
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In the game's files, the psychofluid pump has a north facing sprite, despite it being identical to the south facing sprite.
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest bonuses are not removed if deathrest gene is removed.
 
  
{{Nav|biotech|wide}}
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{{Biotech navbox}}
[[Category:Biotech (Buildings)]]
 

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