Difference between revisions of "Skullspike"
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== Summary == | == Summary == | ||
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− | Skullspikes give a mood buff or malus depending on the [[Ideoligion#Skullspike|Skullspike]] precept, though the [[Masochist]] trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a {{+|1}} moodlet for being | + | [[File:Skullspike radius.jpg|thumb|left|The radius from which the skullspike is visible to pawns. Any pawn on a steel tile will be able to see the skullspike, and will gain the appropriate moodlet.]] |
+ | {{Stub|section=1|reason=Duration of moodlet? Expansion on terror mechanics / what it actually does.}} | ||
+ | Skullspikes give a mood buff or malus depending on the [[Ideoligion#Skullspike|Skullspike]] precept, though the [[Masochist]] trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a {{+|1}} moodlet for being within 11 tiles of 1-3 of them, {{+|2}} mood for being near 4-8, and {{+|3}} mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get {{--|1}} to {{--|3}} mood at the same thresholds. | ||
Skullspikes project 25% [[terror]] to [[slave]]s in a 4 tile radius. Terror decreases [[suppression]] loss in nearby slaves. | Skullspikes project 25% [[terror]] to [[slave]]s in a 4 tile radius. Terror decreases [[suppression]] loss in nearby slaves. |
Revision as of 23:12, 13 May 2024
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Skullspike
A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.
Base Stats
- Type
- Building – Ideology (Buildings)
- Mass
- 15 kg
- Beauty
- 0
- HP
- 150
- Flammability
- 0%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Blocks Wind
- True
- Terrain Affordance
- Medium
Creation
- Skill Required
- Construction 4
- Work To Make
- 1,600 ticks (26.67 secs)
- Stuff Tags
- Woody, Metallic
- thingCategories
- BuildingsMisc
A Skullspike is a decoration added by the Ideology DLC. It inflicts terror on slaves and gives a mood buff or debuff to other pawns depending on their ideology.
Acquisition
Constructing a skullspike requires 25 Stuff (Woody/Metallic, 250 for SMVs), 1 Skull, 1,600 ticks (26.67 secs) of work, and a Construction skill of 4. They can be created regardless of ideoligion.
They can also be found in the faction bases of factions with the Skullspike: Desired precept as part of their ideoligion.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Duration of moodlet? Expansion on terror mechanics / what it actually does.. |
Skullspikes give a mood buff or malus depending on the Skullspike precept, though the Masochist trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a +1 moodlet for being within 11 tiles of 1-3 of them, +2 mood for being near 4-8, and +3 mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get −1 to −3 mood at the same thresholds.
Skullspikes project 25% terror to slaves in a 4 tile radius. Terror decreases suppression loss in nearby slaves.
Skullspikes will display the name of the pawn from whom the skull used to construct it was extracted.
Analysis
Skullspikes are a rather cheap way to get up to +3 mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them.
There is no functional reason to not have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit.
Their improvement in slave suppression is small, and redundant when slaves are in slave collars and slave body straps and not wearing any suppression loss increasing apparel. If there is cause to put slaves in other apparel, then skullspikes are a cheap way to slightly reduce reliance on wardens, especially if they already provide the small mood buff to your colonists.
Stats table
Skullspike | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (1.11 mins) | 4,000300 | 0% | 38 |
Gold | 20 | ticks (24 secs) | 1,44090 | 0% | 2,510 |
Plasteel | 0 | ticks (58.67 secs) | 3,520420 | 0% | 245 |
Silver | 6 | ticks (26.67 secs) | 1,600105 | 0% | 260 |
Steel | 0 | ticks (26.67 secs) | 1,600150 | 0% | 58 |
Uranium | 0 | ticks (50.67 secs) | 3,040375 | 0% | 166 |
Wood | 0 | ticks (18.67 secs) | 1,12098 | 0% | 39 |
Version history
- Ideology DLC Release - Added.
- 1.3.3101 - Can now be walked through.
- 1.3.3117 - Now displays whose skull is contained inside on their inspect pane. Path cost 0 -> 30.