Editing Mechanoid cluster
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If a mech cluster is well beyond your colony's abilities, you may be able to wall it in entirely while you prepare better armament. If the cluster is unable to harm you, such as by way of a condition causer or auto-mortar, you may even opt to leave it alone entirely, until a different group of uninvited guests, such as [[Pirates]] or [[Insectoids]], wanders into the cluster and softens them up for you. Be careful with friendly factions and any incoming [[caravan]]s however. | If a mech cluster is well beyond your colony's abilities, you may be able to wall it in entirely while you prepare better armament. If the cluster is unable to harm you, such as by way of a condition causer or auto-mortar, you may even opt to leave it alone entirely, until a different group of uninvited guests, such as [[Pirates]] or [[Insectoids]], wanders into the cluster and softens them up for you. Be careful with friendly factions and any incoming [[caravan]]s however. | ||
− | '''When constructing anything, be careful not to build | + | '''When constructing anything, be careful not to build too close to the cluster, as this will activate it, proximity activator or not. The specific activation range is currently unknown to this wiki.''' |
==== IEDs ==== | ==== IEDs ==== |