Horseshoes pin

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Horseshoes pin

Horseshoes pin

A simple ancient game played with a horseshoes and a large pin in the ground. Players toss horseshoes to try to get them to land on the pin. It's relaxing, and trains shooting skills.

Base Stats

Type
BuildingRecreation
Mass
3 kg
HP
75
Flammability
100%
Path Cost
14

Building

Size
1 ˣ 1
Minifiable
True
Placeable
True
Terrain Affordance
Light
Recreation
100% dexterity play

Creation

Work To Make
100 ticks (1.67 secs)
Stuff tags
Metallic, Woody, Stony
Resources to make
Stuff 10
Deconstruct yield
Stuff 5
Destroy yield
Stuff 2 - 3
Technical
thingCategories
BuildingsJoy


A horseshoes pin is a piece of recreation furniture that provides dexterity recreation when used by colonists, It is the cheapest to construct of all the recreation-related buildings, and tied for the quickest to produce.

It is the equivalent to the Neolithic hoopstone ring, and only available to factions of Medieval tech level or above.

Acquisition

Horseshoes pins can only be constructed by New Arrivals. They require Stuff 10 Stuff (Metallic/Woody/Stony) and 100 ticks (1.67 secs) of work. New Arrivals can never construct horseshoes pins, and must instead have the exclusive ability to construct hoopstone rings.

Regardless of the material used, a horseshoe pin has no quality level. Once placed it can be uninstalled and then reinstalled in a new location.

Summary

Up to three colonists can use a single horseshoes pin at once, taking turns throwing horseshoes at it. Each instance of this activity lasts 4,000 ticks (1.11 mins), and it increases Recreation need at a rate of ?? per second. It provides Dexterity Play-type recreation.

To be usable, a horseshoe pin must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Colonists can throw through a held open doorway into an adjacent room while playing horseshoes. Mood bonuses for room impressiveness are determined by the thrower's location.

A pawn must have Sight and Manipulation capacities above 0% to play.

Playing horseshoes increases the player's shooting skill at a rate of 0.003 XP per 1 tick (0.02 secs), or 0.18 XP per second.

Analysis

The horseshoes pin is the second weakest of all recreation objects, tied with the Chess table and the Hoopstone ring with a recreation power of only 100%. The only recreation object worse is the Game-of-Ur board, with a meager recreation power of 80%. Because of its low cost and ability to slowly raise colonist shooting skill, it is often advisable to build a horseshoe pin early after starting a colony.

Material table

  • Material Stuff cost Beauty Work to Build HP Flammability Market Value
    Wooden Horseshoes pin 10 Wood 0 000,070 ticks (1.17 secs) 49 100% 12 Silver
    Granite Horseshoes pin 10 Granite blocks 0 000,740 ticks (12.33 secs) 128 0% 11 Silver
    Limestone Horseshoes pin 10 Limestone blocks 0 000,740 ticks (12.33 secs) 116 0% 11 Silver
    Marble Horseshoes pin 10 Marble blocks 1 000,690 ticks (11.5 secs) 90 0% 11 Silver
    Sandstone Horseshoes pin 10 Sandstone blocks 0 000,640 ticks (10.67 secs) 105 0% 11 Silver
    Slate Horseshoes pin 10 Slate blocks 0 000,740 ticks (12.33 secs) 98 0% 11 Silver
    Jade Horseshoes pin 10 Jade 10 000,500 ticks (8.33 secs) 38 0% 52 Silver
    Golden Horseshoes pin 100 Gold 20 000,090 ticks (1.5 secs) 45 40% 1000 Silver
    Plasteel Horseshoes pin 10 Plasteel 0 000,220 ticks (3.67 secs) 210 0% 91 Silver
    Silver Horseshoes pin 100 Silver 6 000,100 ticks (1.67 secs) 53 40% 100 Silver
    Steel Horseshoes pin 10 Steel 0 000,100 ticks (1.67 secs) 75 40% 19 Silver
    Uranium Horseshoes pin 10 Uranium 0 000,190 ticks (3.17 secs) 188 0% 61 Silver
    Assuming Normal quality, for the effect of other qualities, see Quality.
  • Version history