Difference between revisions of "Ancient shrine"

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[[File:Ancient_danger.PNG|400px|right|thumb|Ancient shrine pre-1.1]]
 
[[File:Ancient_danger.PNG|400px|right|thumb|Ancient shrine pre-1.1]]
  
'''Ancient shrines''', commonly referred to as '''Ancient dangers''' due to the event card, are large structures that spawn on the map upon generation. They take the form of massive unexplored rooms.
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'''Ancient shrines''', commonly referred to as '''Ancient dangers''' due to the event card, are large structures that spawn on the map upon generation. They take the form of a massive, unexplored room.
 
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though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].
The walls of the shrine always begin undamaged and in perfect condition, though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].
 
  
 
Having a colonist walk by the walls of the structure will trigger an [[Events#Ancient Danger|Ancient danger event]] prompting:
 
Having a colonist walk by the walls of the structure will trigger an [[Events#Ancient Danger|Ancient danger event]] prompting:
  
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''
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''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''
  
 
== Description ==
 
== Description ==
Ancient shrines are large rooms built of undamaged stone or steel walls partially or completely under a mountain that contain at least one of the following: [[ancient cryptosleep casket]]s, [[artifact]]s such as [[psychic animal pulser]]s or [[psychic insanity lance]]s, bug [[hive]]s, [[luciferium]] or [[mechanoid]]s. If the walls are damaged upon map generation, they are almost certainly part of a [[ruin]] instead. Due to being fully enclosed, one cannot see within the shrine, and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner.  The only way to find out what is inside is to deconstruct a wall section or blast a hole in. It is highly suggested to take the latter option, however, because deconstructing requires the pawn to touch the wall, and if you're unlucky enough, a scyther is on the other side waiting for you. Haulers are also discouraged to open these rooms as they may attempt to take the stone blocks from the deconstruction, exposing themselves to hostiles within. When selecting a character to deconstruct, make sure to toggle its mode from Attack to Flee or it may engage hostiles instantly against your will. Ancient shrines are not guaranteed to spawn on small or medium maps but will always spawn on either of the large map sizes. Two or more may spawn of one of the largest map sizes.
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Ancient shrines are large rooms of stone or steel walls. In contrast to [[ruin]]s, the walls of the shrine always begin undamaged and in perfect condition. Ancient shrines generate either partially or completely under natural [[rock]] formations.  Ancient shrines are not guaranteed to spawn on small or medium maps, but will always spawn on larger map sizes. Two or more may spawn of one of the largest map sizes.
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There are two components to the the shrine's "danger":
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* A non-human threat immediately revealed when opening the shrine. This can be either [[mechanoid]]s, or a few [[insectoid]]s with their requisite bug [[hive]]s. Beware - even [[centipede]]s can appear in an ancient shrine.
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* The beings inside the [[ancient cryptosleep casket]]s. They are not always hostile. This can contain an human, an human and a [[megascarab]], a group of megascarabs, or nothing. Humans will belong to one of two [[Ancient]]s factions; one faction is hostile, one faction starts off neutral. Megascarabs are always nonhostile.
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Due to being fully enclosed, one cannot see within the shrine, and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner.  The only way to find out what is inside is to deconstruct or destroy a wall section.  
  
The ancient shrine will contain ancient cryptosleep caskets, described below, [[table]]s of different sizes, [[column]]s, and/or [[urn]]s. The floors will generally be made out of [[flagstone]]s, [[steel tile]]s, or just [[stone tile]]s. The shrine can also provide a decently clean room (after any slime or dirt from ancients or bugs have been room) for a kitchen or hospital earlier in the game.
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There are many rewards within the ancient shrine. It can contain [[artifact]]s such as [[psychic animal pulser]]s or [[psychic insanity lance]]s, and valuable items like [[luciferium]] are common. Ancients often carry [[plasteel]], [[gold]], and [[advanced component]]s; even their [[corpse]]s carry loot. Ancients can spawn with [[synthread]] and [[hyperweave]] clothing, [[power armor]], high quality weaponry, or may be naked.
  
=== Ancient cryptosleep caskets ===
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In addition to the loot, ancient shrines will contain ancient cryptosleep caskets, [[table]]s of different sizes, [[column]]s, and/or [[urn]]s. Their floors are generally made out of [[flagstone]], [[steel tile]], or [[stone tile]], which can all be deconstructed.
Each [[Ancient cryptosleep casket|casket]] contains either a human belonging to one of the [[Ancients]] factions, an ancient and a [[megascarab]], a group of megascarabs, or nothing. The humans can be neutral or hostile, and can also spawn wounded, downed or dead. All caskets open simultaneously when any one of them is manually opened or attacked. Once opened, those capable of walking may start to wander around, others will try to escape to the map edges or attack your colonists.  Anything living that emerges will be afflicted with [[cryptosleep sickness]]. If captured, these people typically have a low recruitment difficulty.
 
  
These spacers can spawn with [[synthread]] and [[hyperweave]] clothing, [[power armor]], or may be naked. They can be equipped with an industrial or spacer weapon, and sometimes come with [[plasteel]], [[component]]s, and [[gold]] in their inventories which drop when they are downed, captured or stripped. See the [[Ancients#Pawns|Ancients]] page for details. Characters recruited will be added not last in the colonist bar as with common recruits but, after your starter colonists and before any other incorporated later on to the roster.
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== Analysis ==
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===Dealing with the danger===
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When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with [[scyther]]s and other threats. Make sure to toggle colonist's [[threat response]] from Attack to Flee.
  
These spacers can be taken advantage of, providing your pawns assault weaponry, armor, and some precious gold that is eventually used for the [[multi-analyzer]]. early in the game. To do this, the ancients should not be shot, but be downed by heat. This can be achieved by raising the [[temperature]] of the shrine to ~200° Celsius, but not above 270°, as items will begin to auto-ignite. The caskets should be then shot at by a pawn standing between opened doors, slowing the rate at which heat escapes from the room. After the caskets are opened, close the door. The ancients will quickly be downed by the heat, but some hostile ancients may die due to the "enemy death on down chance" setting in the game. Once [[heatstroke]] severity reaches around 70%, you can strip and capture the pawns.
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===Dealing with ancients===
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The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to [[capture]] or kill them for assault weaponry, armor, and materials.
  
These caskets can be claimed and used later by your colonists. Thus, ancient dangers may be worth opening specifically to utilize them - such as when one of your most valuable pawns is dying from a disease in the early game or when an addicted pawn has run out of [[luciferium]]. Deconstructing the caskets yields steel and a small amounts of the somewhat rare resource [[uranium]].
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To do this, the ancients should not be shot, but be downed by heat. This can be achieved by raising the [[temperature]] of the shrine to ~200° Celsius. The caskets should be then shot at by a pawn standing between opened doors, slowing the rate at which heat escapes from the room. After the caskets are opened, close the door. The ancients will quickly be downed by the heat, but some hostile ancients may die due to the "enemy death on down chance" setting in the game. Once [[heatstroke]] severity reaches around 70%, you can strip and capture the pawns.
  
=== Loot table ===
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== Loot table ==
 
{{Rewrite|reason= Percentages based on a random sample - multiple runs of each same need to be done to verify their accuracy. Dev Mode ->  Open Debug Logging Menu -> Thing Set Maker Sampled -> MapGen_AncientTempleContents}}
 
{{Rewrite|reason= Percentages based on a random sample - multiple runs of each same need to be done to verify their accuracy. Dev Mode ->  Open Debug Logging Menu -> Thing Set Maker Sampled -> MapGen_AncientTempleContents}}
 
The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.{{Check Tag|Detail Needed}}
 
The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.{{Check Tag|Detail Needed}}

Revision as of 00:58, 12 February 2023

Ancient shrine pre-1.1

Ancient shrines, commonly referred to as Ancient dangers due to the event card, are large structures that spawn on the map upon generation. They take the form of a massive, unexplored room. though they may be damaged somehow after map generation. If they spawn damaged, they are most likely ruins.

Having a colonist walk by the walls of the structure will trigger an Ancient danger event prompting:

"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"

Description

Ancient shrines are large rooms of stone or steel walls. In contrast to ruins, the walls of the shrine always begin undamaged and in perfect condition. Ancient shrines generate either partially or completely under natural rock formations. Ancient shrines are not guaranteed to spawn on small or medium maps, but will always spawn on larger map sizes. Two or more may spawn of one of the largest map sizes.

There are two components to the the shrine's "danger":

  • A non-human threat immediately revealed when opening the shrine. This can be either mechanoids, or a few insectoids with their requisite bug hives. Beware - even centipedes can appear in an ancient shrine.
  • The beings inside the ancient cryptosleep caskets. They are not always hostile. This can contain an human, an human and a megascarab, a group of megascarabs, or nothing. Humans will belong to one of two Ancients factions; one faction is hostile, one faction starts off neutral. Megascarabs are always nonhostile.

Due to being fully enclosed, one cannot see within the shrine, and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner. The only way to find out what is inside is to deconstruct or destroy a wall section.

There are many rewards within the ancient shrine. It can contain artifacts such as psychic animal pulsers or psychic insanity lances, and valuable items like luciferium are common. Ancients often carry plasteel, gold, and advanced components; even their corpses carry loot. Ancients can spawn with synthread and hyperweave clothing, power armor, high quality weaponry, or may be naked.

In addition to the loot, ancient shrines will contain ancient cryptosleep caskets, tables of different sizes, columns, and/or urns. Their floors are generally made out of flagstone, steel tile, or stone tile, which can all be deconstructed.

Analysis

Dealing with the danger

When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with scythers and other threats. Make sure to toggle colonist's threat response from Attack to Flee.

Dealing with ancients

The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to capture or kill them for assault weaponry, armor, and materials.

To do this, the ancients should not be shot, but be downed by heat. This can be achieved by raising the temperature of the shrine to ~200° Celsius. The caskets should be then shot at by a pawn standing between opened doors, slowing the rate at which heat escapes from the room. After the caskets are opened, close the door. The ancients will quickly be downed by the heat, but some hostile ancients may die due to the "enemy death on down chance" setting in the game. Once heatstroke severity reaches around 70%, you can strip and capture the pawns.

Loot table

The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.[Detail Needed]

Item Chance per shrine
Core-only Royalty DLC Ideology DLC Royalty + Ideology
Psychic soothe pulser 47% ? ? 45%
Psychic animal pulser 46% ? ? 44%
Advanced component 39% ? ? 35%
Luciferium 36% ? ? 39%
Glitterworld medicine 34% ? ? 37%
Resurrector mech serum 2.4% ? ? 0.6%
Joywire 2.2% ? ? 1.8%
Painstopper 2.2% ? ? 1%
Bionic spine 2% ? ? 1.2%
Skilltrainer (Artistic) 2% ? ? 1.4%
Skilltrainer (Cooking) 1.8% ? ? -
Skilltrainer (Intellectual) 1.8% ? ? 1.4%
Bionic eye 1.6% ? ? 1%
Bionic leg 1.6% ? ? 1%
Marine helmet 1.6% ? ? 1.6%
Doomsday rocket launcher 1.6% ? ? 1%
Orbital bombardment targeter 1.6% ? ? 2.6%
Skilltrainer (Construction) 1.6% ? ? 0.8%
Skilltrainer (Crafting) 1.6% ? ? 2%
Grand sculpture 1.4% ? ? 1%
Healer mech serum 1.4% ? ? 0.4%
Marine armor 1.4% ? ? 1.4%
Assault rifle 1.4% ? ? 1.8%
Skilltrainer (Medical) 1.4% ? ? 1.6%
Bionic heart 1.2% ? ? 2%
Techprof subpersona core 1.2% ? ? 0.4%
Antigrain warhead 1.2% ? ? 1.2%
Charge rifle 1.2% ? ? 1.2%
Archotech arm 1% ? ? 0.6%
Power claw 1% ? ? 0.8%
Megascreen television 1% ? ? 1.4%
Charge lance 1% ? ? 1%
Orbital power beam targeter 1% ? ? 1.2%
Skilltrainer (Animals) 1% ? ? 1.6%
Archotech eye 0.8% ? ? 1.4%
Archotech leg 0.8% ? ? 1.2%
Bionic arm 0.8% ? ? 1.2%
Flatscreen television 0.8% ? ? 0.4%
Skilltrainer (Shooting) 0.8% ? ? 1.4%
Skilltrainer (Melee) 0.8% ? ? 1.2%
Skilltrainer (Social) 0.8% ? ? 0.4%
Triple rocket launcher 0.6% ? ? 0.8%
Tornado generator 0.6% ? ? 0.8%
Skilltrainer (Plants) 0.6% ? ? 1.6%
Skilltrainer (Mining) 0.4% ? ? 1.8%
Techprint (Skin hardening) - ? - 5.6%
Techprint (Cataphract armor) - ? - 4.6%
Techprint (Jump packs) - ? - 5.6%
Techprint (Neural computation) - ? - 4.2%
Techprint (Brain wiring) - ? - 3.8%
Techprint (Molecular analysis) - ? - 3.8%
Techprint (Specialized limbs) - ? - 3.6%
Techprint (Artificial metabolism) - ? - 3.6%
Techprint (Compact weaponry) - ? - 3.4%
Techprint (Flesh shaping) - ? - 3.4%
Techprint (Poison synthesis) - ? - 3.2%
Techprint (Circadian influence) - ? - 3%
Techprint (Healing factors) - ? - 2.2%
Orbital mech cluster targeter - ? - 1%

Ruined objects and crates

Ruined objects and crates like hermetic crates and security crates may spawn inside the ancient shrine. While the ruined objects will yield nothing upon destruction whether through combat or deconstruction, the crates will yield loot when opened, ranging from hyperweave to rarely thrumbo horn, and also includes some Royalty DLC items such as techprints, if the DLC is also enabled. The crates yield nothing when demolished as well.

Version history

  • 0.8.657 - Added
  • 0.12.906 - Artifacts now found inside.
  • 1.1 - generation was reworked to improve their structural style. Prior to that, they were merely a room built out of stone.
  • 1.3.3066 - Ancient dangers will no longer be generated with hostile mechs in peaceful mode.