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− | '''EMI dynamos''' are [[mechanoid cluster]] buildings and quest [[condition causer]]s added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. | + | '''EMI dynamos''' are [[mechanoid cluster]] buildings and quest [[condition causer]]s added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius. |
== Summary == | == Summary == | ||
− | Upon activation, EMI dynamos disable all electronic devices, similar to a | + | Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike the solar flare, the EMI dynamo will last until destroyed. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel. Buildings which don't require electricity, such as [[butcher table]]s, [[campfire]]s, and [[mortar]]s, still function as usual. Hostile mechanoid structures are unaffected by EMI dynamos. |
When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles. | When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles. | ||
− | Multiple EMI dynamos | + | Multiple EMI dynamos have no extra effect. |
== Analysis == | == Analysis == | ||
{{For|dealing with mech clusters in general|Mechanoid cluster#Tactics}} | {{For|dealing with mech clusters in general|Mechanoid cluster#Tactics}} | ||
− | EMI dynamos are a major nuisance to any colony with electricity, and possibly a serious danger. On a more immediate scale, electric [[heater]]s and [[cooler]]s cease to function, [[hydroponics basin]]s and [[sun lamp]]s will turn off, and [[turret]]s (other than mortars) can no longer | + | EMI dynamos are a major nuisance to any colony with electricity, and possibly a serious danger. On a more immediate scale, electric [[heater]]s and [[cooler]]s cease to function, [[hydroponics basin]]s and [[sun lamp]]s will turn off, and [[turret]]s (other than mortars) can no longer defense your colony. No electricity means electric workshops like the [[machining table]] and [[hi-tech research bench]] can't produce items. With the [[Biotech DLC]] in particular, [[band node]]s will shut down; [[mechanitor]]s without enough [[bandwidth]] run the risk of their mechs going feral. |
− | + | [[Campfire]]s and [[passive cooler]]s can be used to control temperature in extreme [[biome]]s, and insulating [[apparel]] like [[duster]]s and [[parka]]s help a lot. If your colony is reliant on sun lamps, ensure the colony's food supply can be maintained. Building a campfire or [[fueled stove]] will allow cooks to continue making meals, though wood is required to operate it. | |
EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, [[mortar]]s can be used to destroy it from a distance. If spawned as a world map event, it will be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. You can destroy the dynamo and then leave through the green border on the world map. | EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, [[mortar]]s can be used to destroy it from a distance. If spawned as a world map event, it will be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. You can destroy the dynamo and then leave through the green border on the world map. | ||
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] |