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		<title>Diabolus</title>
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		<summary type="html">&lt;p&gt;92.208.188.20: /* Combat */ Punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = DiabolusAncient east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. &amp;lt;br/&amp;gt;This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.75&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| EMP resistance = 0.60&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 18&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = HellsphereCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the diabolus 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x4 {{Icon Small|Pikeman|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x7 {{Icon Small|Pikeman|25}}x2 {{Icon Small|Tesseron|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Legionary|25}}x3 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Scyther|25}}x5 {{Icon Small|Centipede gunner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Pikeman|25}}x8 {{Icon Small|Centipede gunner|25}}x4 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Lancer|25}}x10 {{Icon Small|Centipede gunner|25}}x5&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Tesseron|25}}x10 {{Icon Small|Centipede gunner|25}}x6 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
Every diabolus will drop a separate signal chip, it doesn't need to be &amp;quot;the boss&amp;quot; of a wave, or even to come as a summon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have an [[EMP]] resistance of 60%, meaning they are stunned for 60% less time.&lt;br /&gt;
&lt;br /&gt;
The diabolus is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the diabolus due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the diabolus has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.&lt;br /&gt;
&lt;br /&gt;
Friendly diaboli recharge in a [[large mech recharger]], creating 5 [[wastepack]]s to go from empty to full charge. This totals in 25 wastepacks whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
An enemy diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. This circle indicates where diabolus is aiming. It is to be noted that unlike almost every other weapon, the hellsphere cannon will not track its target while aiming and will instead keep aiming at the same spot. After a {{Ticks|450}} warmup, the cannon fires an extremely fast explosive projectile, which upon exploding will leave a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.&lt;br /&gt;
#* The explosive projectile deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}. However, due to the fact that Vaporize damage does not overflow, the majority of this damage often ends up overkilling just one or 2 body parts, leading to much lower effective damage output.&lt;br /&gt;
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but puts combatants at risk of the diabolus' fire burst, so mechanoids or heavily heat-armored pawns are ideal for such an approach.&lt;br /&gt;
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, firing the hellsphere cannon, or performing other activities, and it has almost no warmup time.&lt;br /&gt;
&lt;br /&gt;
Note that they do not drop either weapon upon death.&lt;br /&gt;
[[File:FireBurst.png|64px|left|thumb|The gizmo used to trigger the fire burst]]&lt;br /&gt;
&lt;br /&gt;
Diaboli have the ability to emit a &amp;quot;fire burst&amp;quot; on a {{Ticks/gametime|2700}} cooldown. It begins emitting visible fumes and randomly depositing [[Filth#Chemfuel puddle|chemfuel puddles]] in spaces within 5.9 tiles around itself; after 3 seconds, it fills in the remaining spaces in that radius with chemfuel puddles and releases a 10-damage [[Damage Types#Flame|Flame]] explosion with the same radius, dealing damage and igniting the puddles. As of RimWorld version 1.5, enemy diaboli that are currently 'fighting enemies' (as opposed to wandering around in preparation for an assault, pathing towards a colony, or opening fire on random buildings) will use their fire burst if attacked or even just aimed at by a pawn within 65 tiles, regardless of whether or not the burst would hit anything. Player-controlled diaboli must have their fire burst manually triggered by the player.&lt;br /&gt;
&lt;br /&gt;
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, they will use their [[hellsphere cannon]] to breach through walls, similar to [[termite]]s, if no pawns are accessible. They will also destroy buildings and objects, like any other raider.&lt;br /&gt;
&lt;br /&gt;
When summoned, all diaboli after the first two waves will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]]. It is currently unknown whether diaboli that spawn as part of regular raids can spawn with the shield.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|4.0}}{{#vardefine:baseregen|0.013}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Shield stats&lt;br /&gt;
! Value&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Kiting and spreading out is key to taking out the diabolus. The biggest threat is by far its hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[fire resistant]] gene, and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] ,{{RoyaltyIcon}} and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.&lt;br /&gt;
&lt;br /&gt;
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.&lt;br /&gt;
&lt;br /&gt;
You should manually move pawns away from the blast radius, always allowing yourself the option to retreat. Split up your pawns, which will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway. It only has 1 non-flame attack, so even a [[cleansweeper]] can stall for some time.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Diabolus waterskip.png|thumb|Waterskip psycast used to cancel the diabolus' fire burst]]&lt;br /&gt;
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] or the [[waterskip]] psycast{{RoyaltyIcon}} can extinguish fire on your pawns, but heat damage still applies.&lt;br /&gt;
&lt;br /&gt;
=== Using EMP ===&lt;br /&gt;
Despite their resistance, diaboli are still vulnerable to [[EMP]] attacks. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. Stunning the diabolus interrupts the hellsphere cannon, so EMPs can be timed to prevent the cannon from firing and potentially save a pawn's life. If the diabolus is still adapted while firing, and therefore temporarily immune to further EMP stuns, then this strategy cannot be used. EMP should thus be used sparingly, rather than fired at will. &lt;br /&gt;
&lt;br /&gt;
The exception to this is once diaboli spawn with [[Heavy shield unit|shields]], which can be broken instantly by EMP. In that case it is usually better to use EMPs immediately rather than attempt to interrupt a blast. This will kill the diabolus faster, which prevents more hellsphere shots overall.&lt;br /&gt;
&lt;br /&gt;
=== Psycasts ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[File:Diabolus self anniliation.png|thumb|2 diaboli tricked into targeting eachother]]&lt;br /&gt;
Diaboli, with their 75% [[psychic sensitivity]], are vulnerable to certain [[psycasts]]. [[Beckon]] will interrupt either of its charged attacks, even if immediately broken by damage. If there are multiple diaboli in a raid, you can use Beckon to trick them into hellsphering each other.&lt;br /&gt;
&lt;br /&gt;
Casting [[Berserk (psycast)|Berserk]] on its ally can cause it to waste a lot of time on charging a friendly fire attack, which it cannot interrupt on its own. Berserk cannot be cast on diaboli, since like other mechanoid commanders they are immune to psychic insanity.&lt;br /&gt;
&lt;br /&gt;
The [[Skipshield]] psycast can be used against diaboli in much the same way it can be used against raiders equipped with [[Doomsday rocket launcher|doomsday]] or [[triple rocket launcher]]s. Shields and skipshields detonate the hellsphere cannon's projectile on the edge of the shield, causing the diabolus to damage and/or kill itself if the shield edge is close enough.&lt;br /&gt;
&lt;br /&gt;
Diaboli are too [[Body size|large]] to be affected by the [[Skip]] psycast and its variants, [[chaos skip]] and [[mass chaos skip]], though they can be used to dodge the blast.&lt;br /&gt;
&lt;br /&gt;
=== When you should fight ===&lt;br /&gt;
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:&lt;br /&gt;
&lt;br /&gt;
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.&lt;br /&gt;
* Have your mechanitor &amp;amp; militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain. &lt;br /&gt;
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.&lt;br /&gt;
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick.&lt;br /&gt;
&lt;br /&gt;
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).&lt;br /&gt;
&lt;br /&gt;
=== As a counter raid ===&lt;br /&gt;
Diabolus (and any mech boss) can be summoned defensively against any other non-mech raid, sometimes to a great efficiency since hostile raids will more often than not prefer to fight each other and diabolus can be summoned every 2 days without any additional buildings which can make certain endgame sequences considerably easier.&lt;br /&gt;
&lt;br /&gt;
== Analysis - As an ally ==&lt;br /&gt;
{{Stub|section=1|reason=More tactics, e.g., leading shots. Diabolus killbox example}}&lt;br /&gt;
Diaboli are similar to [[centipede]]s - they are slow, durable mechs, with the diabolus being faster and slightly more durable but costing 1 [[bandwidth]]. The main distinguishing factor between the two are their weapons. ​A diabolus boasts the [[hellsphere cannon]], whicn takes a ''long'' time to fire, but when it hits, it is devastating: it deals 800 [[Vaporize]] damage with an {{AP}} of 100%, easily one-shoting even the strongest enemy mechanoids. While standard raiders will often die before the diabolus finishes aiming, it is devastating. Enemies will not make special effort to avoid the hellsphere cannon shot.&lt;br /&gt;
&lt;br /&gt;
The diabolus also has two other attacks. The [[charge blaster turret]] allows the diabolus to fire while moving, although it is relatively weak and not unique to the diabolus. The flame burst allows it to disengage from melee enemies that are swarming it.&lt;br /&gt;
&lt;br /&gt;
=== Value proposition ===&lt;br /&gt;
Diaboli are worse than [[centipede]]s in a standard [[killbox]] design, where raiders die one by one as they enter, but are strong in various other situations.&lt;br /&gt;
&lt;br /&gt;
Diaboli are great against stationary targets like [[crashed ship part]]s, [[infestation]]s, and [[mech cluster]]s.{{RoyaltyIcon}} The hellsphere cannon can be charged up while enemies are sleeping and fired for a devastating blast. Infestations are particularly vulnerable to the [[fire]] a diabolus causes. Note that against buildings, their hellsphere cannon gets a further {{Good|x2}} (impassible) or {{Good|x4}} (impassible) damage boost, allowing it to one-shot most buildings in the game. In particular, [[obelisk]]s{{AnomalyIcon}} can be one shot to avoid their full activation effects. Also, a diabolus can also destroy [[fortified wall]]s{{OdysseyIcon}} in a reasonable amount of time.&lt;br /&gt;
&lt;br /&gt;
They are also good against high HP targets, such as [[hive queen]]s,{{OdysseyIcon}} provided the shot can be lead or the boss remain stationary. Since [[mechanoid commander]]s have 200% Heat armor, the hellsphere cannon won't be as effective against them.&lt;br /&gt;
&lt;br /&gt;
The hellsphere cannon is the strongest AOE in the game and it does not have a traditional [[Forced Miss Radius]], so it can be useful against large groups of humans (both tribal and outlander) or [[manhunter pack]]s provided they can be clumped up and remain easy targets. Diaboli can be particularly effective in a [[melee block]] scenario. Water can also be a good natural option.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
The diabolus has a synergy with [[skipshield]].{{RoyaltyIcon}} The hellsphere cannon's explosion can damage enemies right next to a skipshield while regular bullets cannot, so placing a skipshield front of raiders (so that the shield's radius is directly in front of them) and having the diabolus fire can be particularly effective.&lt;br /&gt;
&lt;br /&gt;
Watch out for the hellsphere cannon accidentally destroying items, including the chips dropped by all 3 mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
When using the [[remote shielder]], be very careful. If the shield is active when the hellsphere cannon is fired, the shot will hit the shield, damaging the diabolus and anything within point blank range.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Diabolus}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Hellsphere cannon}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Diabolus east.png| Age 0-99 Diabolus facing east&lt;br /&gt;
Diabolus north.png| Age 0-99 Diabolus facing north&lt;br /&gt;
Diabolus south.png| Age 0-99 Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DiabolusAncient east.png| Age 100+ Diabolus facing east&lt;br /&gt;
DiabolusAncient north.png| Age 100+ Diabolus facing north&lt;br /&gt;
DiabolusAncient south.png| Age 100+ Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>92.208.188.20</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution_stimulus&amp;diff=183704</id>
		<title>Pollution stimulus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution_stimulus&amp;diff=183704"/>
		<updated>2026-08-27T05:21:34Z</updated>

		<summary type="html">&lt;p&gt;92.208.188.20: /* Analysis */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Rewrite|reason = Needs proper categorization before removing this tag. Do not remove it without a correct category}}&lt;br /&gt;
'''Pollution stimulus''' is a beneficial hediff that is granted to [[insectoids]] and pawns with the [[Pollution stimulus (gene)|Pollution stimulus]] gene when on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus (minor)''' &lt;br /&gt;
| ≥0%  || &lt;br /&gt;
* {{Good|×110%}} [[Move Speed]]&lt;br /&gt;
* {{+|5%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus  (moderate)''' &lt;br /&gt;
| ≥20%  || &lt;br /&gt;
* {{Good|×115%}} [[Move Speed]]&lt;br /&gt;
* {{+|5%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus  (maximum)''' &lt;br /&gt;
| ≥50%  || &lt;br /&gt;
* {{Good|×120%}} [[Move Speed]]&lt;br /&gt;
* {{+|5%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
{{Rewrite|section=1|reason=Numbers are based on .xmls and need to be verified in game}} &lt;br /&gt;
Every {{Ticks|60}}, an insectoid or pawn with the gene will increase in stimulus severity by {{+|3.33%}} if on polluted terrain, or {{--|0.3%}} if on unpolluted terrain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Threshold range&lt;br /&gt;
! Real time since 0% severity&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming severity is increasing and the starting severity is 0%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 0% severity&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming severity is increasing and the starting severity is 0%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% severity&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming severity is decreasing and the starting severity is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% severity&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming severity is decreasing and the starting severity is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| 0%  || -  || - || - || - || {{Ticks|60*(100/0.3) round 2}} || {{#expr:60*(100/0.3)/2500 round 2}} in-game hours&lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus (minor)''' &lt;br /&gt;
| 1% - 19%  &lt;br /&gt;
| {{Ticks|60*( 1/3.33) round 2}} || {{#expr:60*( 1/3.33)/2500 round 2}} in-game hours  &lt;br /&gt;
| {{Ticks|60*(18/0.30) round 2}} || {{#expr:60*(18/0.30)/2500 round 2}} in-game hours  &lt;br /&gt;
| {{Ticks|60*(81/0.30) round 2}} || {{#expr:60*(81/0.30)/2500 round 2}} in-game hours &lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus (moderate)''' &lt;br /&gt;
| 20% - 49%  &lt;br /&gt;
| {{Ticks|60*(20/3.33) round 2}} || {{#expr:60*(20/3.33)/2500 round 2}} in-game hours&lt;br /&gt;
| {{Ticks|60*(29/0.30) round 2}} || {{#expr:60*(29/0.30)/2500 round 2}} in-game hours&lt;br /&gt;
| {{Ticks|60*(51/0.30) round 2}} || {{#expr:60*(51/0.30)/2500 round 2}} in-game hours &lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus (maximum)''' &lt;br /&gt;
| 50% - 100%  &lt;br /&gt;
| {{Ticks|60*(50/3.33) round 2}} || {{#expr:60*(50/3.33)/2500 round 2}} in-game hours&lt;br /&gt;
| {{Ticks|60*(50/0.30) round 2}} || {{#expr:60*(50/0.30)/2500 round 2}} in-game hours&lt;br /&gt;
| - || -&lt;br /&gt;
|-&lt;br /&gt;
! '''Pollution stimulus (maximum)''' &lt;br /&gt;
| 100%  &lt;br /&gt;
| {{Ticks|60*(100/3.33) round 2}} || {{#expr:60*(100/3.33)/2500  round 2}} in-game hours  &lt;br /&gt;
| - || -&lt;br /&gt;
| - || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Stub|section=1|reason= General stub, also verify as above.}}&lt;br /&gt;
Severity increase is very rapid compared to its depletion. A single hour spent in polluted terrain will keep a pawn in the maximum tier for 4 hours, in addition to any extra time spent on the polluted tile itself. This means that relatively little polluted terrain is needed to maintain the bonuses. Place some under where a pawn will regularly spend a few hours a day. Dining rooms and under workstation chairs are ideal as pawns will regularly visit them, but they risk exposing pawns that are sensitive to, and/or do not benefit from, pollution. Bedrooms and meditation spots are decent substitutes if not every colonist has the gene however the impact will typically wear off before they refresh it if the pawn is on a monophasic sleep schedule.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>92.208.188.20</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefoam_popper&amp;diff=183211</id>
		<title>Firefoam popper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefoam_popper&amp;diff=183211"/>
		<updated>2026-08-19T12:33:01Z</updated>

		<summary type="html">&lt;p&gt;92.208.188.20: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Firefoam pop pack}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Firefoam popper&lt;br /&gt;
|image = Firefoam popper.png|Firefoam popper&lt;br /&gt;
|description = When it detects fire, this safety device pops and sprays a fire-retardant foam in a circular field around itself. Can also be triggered manually.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.3&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 50&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = -8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = firefoam&lt;br /&gt;
|thingCategories = BuildingsMisc&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 5&lt;br /&gt;
|work to make = 1500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 75&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 1&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''firefoam popper''' is a one-time use [[misc]] building which detects and extinguishes nearby [[fire]]s in a cloud of [[firefoam]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A firefoam popper is a one-time use, uninstallable device. When triggered, either manually or when [[fire]] comes within a 3 tile radius, it will spark and emit a hissing sound for {{Ticks|150}} before creating a 10-tile radius burst of [[firefoam]]. This burst can extinguish [[wall]]s and other impassible objects on fire, though they will block further foam from spreading.&lt;br /&gt;
&lt;br /&gt;
The burst immediately extinguishes pawns and objects on fire, temporarily coats pawns in foam making them non-flammable, and spreads firefoam filth over the area preventing fires for items and floors in those tiles. Firefoam indoors has [[beauty]] of -25; outdoors it has beauty of -7. It is considered [[filth]], so [[rain]] will clear it, and colonists will [[Work#Clean|clean]] it up if it is in the [[home area]].&lt;br /&gt;
&lt;br /&gt;
A firefoam popper will also burst when destroyed if its HP was 8 or less. An attack which destroys a popper having 9 HP or more will not cause a burst. When burst by destruction, the spark and hissing does not occur, instead the firefoam is released instantly.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The firefoam popper is best used when put in warehouses, as it will prevent your valuable items from catching fire and burning. It can also protect against [[inferno cannon]]s and other fiery weapons.&lt;br /&gt;
&lt;br /&gt;
You can keep a few uninstalled poppers to be re-installed near a fire, though a [[firefoam pop pack]] or [[foam turret]] is usually better for this purpose. Compared to the pop pack, the popper has a much larger radius and does not use the [[utility]] slot, but the firefoam pop pack is re-usable. Each pop pack requires only {{Icon Small|chemfuel}} 30 [[chemfuel]] per use, but firefoam poppers must be fully replaced after each use.&lt;br /&gt;
&lt;br /&gt;
Temporary enemy bases and encampments often have one or two firefoam poppers in them, depending on the base size and technology level of the inhabitants. Especially early game, this can be a cheap way to get poppers, effectively only costing travel costs and the risk of colonist injury.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* 1.0 - Firefoam poppers will now pop whenever there's a fire in a 3-cell radius&lt;br /&gt;
* ? - no longer fully depletes all [[shield belt]]s &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added auto rebuild option on firefoam poppers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Firefoam popper radius.png|Effective area of a firefoam popper.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>92.208.188.20</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Foam_turret&amp;diff=183210</id>
		<title>Foam turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Foam_turret&amp;diff=183210"/>
		<updated>2026-08-19T12:43:00Z</updated>

		<summary type="html">&lt;p&gt;92.208.188.20: /* Summary */ Wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security|&lt;br /&gt;
| name = Foam turret&lt;br /&gt;
| image = Foam turret menu icon.png&lt;br /&gt;
| description = An activatable turret for extinguishing fires. The turret stands idle until someone approaches and activates it, after which it will automatically spray large amounts of firefoam on any flames in sight.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = -80&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Foam turret&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 70&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Chemfuel&lt;br /&gt;
| resource 4 amount = 140&lt;br /&gt;
| damage = 0&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 19.9&lt;br /&gt;
| accuracyTouch = 100&lt;br /&gt;
| accuracyShort = 100&lt;br /&gt;
| accuracyMedium = 100&lt;br /&gt;
| accuracyLong = 100&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 41&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| cooldown = 3600&lt;br /&gt;
| velocity = 27&lt;br /&gt;
| stoppingPower = 0&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 72&lt;br /&gt;
| fuel consumption rate = {{#expr: 72/10 round 2}}&lt;br /&gt;
}}&lt;br /&gt;
'''Foam turrets''' are [[security]] [[turret]]s that fire firefoam at nearby [[fire]]s when activated by a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=1) Range and aoe inbthe standard style 2) Potentially combined with o #1 but .webm of s turret being activated, ideally with an over abundances of targets both near and far (so not a ring like the rotational efficiency one below) - consider just filling the entire potential radius with fire.}}&lt;br /&gt;
The foam turret is used to rapidly extinguish [[fire]]s within its range. Foam turrets must be manually activated, by either selecting a pawn, right-clicking the turret, and selecting &amp;quot;Activate,&amp;quot; or by using the turret's &amp;quot;Order Activation&amp;quot; gizmo, which allows selection of a pawn to come and activate the turret. Activation does not require the pawn to have any [[work]] type enabled and can be done by pawns who are otherwise [[incapable]] of [[firefighting]], such as [[pyromaniac]]s. [[Drafted]] pawns will perform the task and remain drafted, even when selected via the gizmo.&lt;br /&gt;
&lt;br /&gt;
When activated, it will consume one of its charges and briefly spray [[fire]]s within line of sight and range with [[firefoam]] for {{Ticks|82}}, covering the ground in firefoam [[filth]]. After activation, it will enter a {{Ticks|3600}} cooldown before it can be activated again. This cooldown is paused if the turret becomes unpowered, and will resume when power is restored. It cannot be activated unless there is fire present within range and [[line of sight]]. It has a maximum range of 20 tiles.&lt;br /&gt;
&lt;br /&gt;
Pawns on fire are considered fire by the foam turret, and can be activated to extinguish them. However, there are no guarantees the turret will extinguish the pawn. Pawns hit by the foam attack will be covered in foam, extinguishing them, however it is possible for an ignited pawn to evade a foam turret's attack while it runs around. &lt;br /&gt;
&lt;br /&gt;
The foam turret has 10 charges, all filled on construction. [[Chemfuel]] must be fed to it in order to refill expended charges. The turret can be rearmed at charge value below 10 and at any time, including when the turret is repressurizing. Rearming requires {{Icon Small|Chemfuel||7.2}} [[chemfuel]] per charge, rounded up with any excess wasted. That is, rearming one charge would required {{Icon Small|Chemfuel||8}} [[chemfuel]] but two charges would require {{Icon Small|Chemfuel||15}} [[chemfuel]]. {{Icon Small|Chemfuel||72}} [[chemfuel]] is required to fill the turret from empty to full. The turret is rearmed by [[Work#Haul|haulers]] or [[lifter]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Unlike other [[turret]]s, they will not explode if damaged below 20% health. While they do 'explode' when destroyed, it is instant, damageless, and will cover pawns within a 4-tile radius in foam. This explosion does not produce firefoam [[filth]], but it will extinguish [[fire]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, [[raider]]s do not consider foam turrets priority targets, and will ignore them in favor of attacking other [[turret]]s or pawns. However, they will target them, similar to other pieces of [[furniture]], if there are no active threats nearby.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Foam turrets are best used for cheap, targeted firefighting. They have a range of 20 tiles, significantly larger than their firefighting brother, the [[firefoam popper]], which only has a range of 10 tiles. Additionally, firefoam turrets only consume [[chemfuel]] on use, whereas firefoam poppers require steel and [[component]]s to build or rebuild, making them much more resource intensive in situations where either components are in short supply, or where fires are common.&lt;br /&gt;
&lt;br /&gt;
[[File:Foam turret rotational effectiveness.png|thumb|left|A demonstration of how much rotational coverage a foam turret offers in a single activation]]&lt;br /&gt;
&lt;br /&gt;
However, there are a few trade offs. The turret requires 80 W of power to use, limiting its use to home firefighting or strict defensive combat. Additionally, their time spent dousing fires per activation is rather low. Combined with a slow turret rotation speed, a foam turret may only realistically douse a quarter of it's circumference in foam (see image right). Compared to a popper, which will douse every tile within range and [[line of sight]] with foam. A foam turret cannot be relied upon if fires are particularity massive or encompass a large portion of the turret's circumference. Additionally, foam turrets have a cooldown of one in-game hour ({{Ticks|3600}}), meaning that more than one turret may be required if fires are common, spread out, or during combat where a lot of fire is produced (such as when fighting [[impids]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
Foam turrets extinguish fire on walls (firefoam poppers don't). This is useful to protect flammable walls from inside.&lt;br /&gt;
&lt;br /&gt;
Foam turrets can be useful in [[killbox]]es, either to protect your colonists or to quickly clear a killbox of [[fire]] after a fight, where the limited space of the killbox makes up for the limitations in spray coverage. Additionally, the large range of the foam turret allows for easy protection behind colonists or in a more protective position while still being effective.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>92.208.188.20</name></author>
	</entry>
</feed>