Difference between revisions of "Metalhorror"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{Stub|reason= missing information}}
 
 
{{Infobox main|none|
 
{{Infobox main|none|
 
| name = Metalhorror  
 
| name = Metalhorror  
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.<br/><br/>While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.<br/><br/>An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.
+
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.<br/>While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.<br/>An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.
 
| image = Metalhorror.png
 
| image = Metalhorror.png
 
| type = Entity
 
| type = Entity
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The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out them when it is ready to attack.  
 
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out them when it is ready to attack.  
  
== Acquisition ==
+
== Occurrence ==
Metalhorrors can either be be found in infected pawns or implanted into an already existing pawn. Pre-infected pawns may arrive as [[guest]]s or [[raiders]]. a Metalhorror has a small chance to be implanted into a pawn by any other anomaly through attacking. {{Check Tag|Detail needed}}
+
A Metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks- one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].
  
 
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].
 
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].
  
 +
=== Infection ===
 +
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, etc}}
 +
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first.
  
== Summary ==
+
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found.
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics}}
 
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage.  
 
  
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. A pawn can be implanted through the following vectors:
+
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn with a valid infection pathway:
* Before their arrival at the colony. This can apply to [[creepjoiner]]s, as well as temporary pawns from Non-Anomaly [[Quests]].{{Check Tag|Verify|}}
+
* Implantation before arrival. This applies to any pawn upon first spawning, except for your initial colonists and babies.
* During revenant hypnosis.
+
* During [[revenant]] hypnosis
* By an insectoid.{{Check Tag|Detail needed|Chance of infection, Are tamed insectoids capable of infecting pawns?}}
+
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].
* During sleep.{{Check Tag|Detail|Does this require sleeping in the same bed? Sleeping in the same room? An infected pawn just being around a sleeping pawn?}}
 
* During surgery by an infected pawn.{{Check Tag|Detail|Operations only? Tending?}}
 
* Through a meal cooked by an infected pawn.
 
* During [[Unnatural healing]] by infected pawn.
 
* When fed a meal by a infected pawn.
 
* Chance of infection from fleshbeast attacks. Unclear if this applies to all fleshbeast hits or just ones that result in scars.*
 
* Chance of infection from shambler attacks.  (Unclear if there's a further requirement)
 
* Chance of infection from sightstealer attacks (Unclear if there's a further requirement)
 
  
The [[creepjoiner]] can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.
+
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days.  If a metalhorror event triggers when no player controlled pawn possesses a valid infection pathway, the game will spawn a creepy joiner with a hidden metalhorror infection. It's highly recommended for players to imprison creepy joiners until they have been cleared for hidden infections. This is especially true if the creepy joiner spawned immediately after conducting a void provocation ritual.
  
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 [[bioferrite]], and occasionally 1 [[shard]].
+
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:
  
=== Yield ===
+
{| class="wikitable sortable"
 +
|-
 +
! Infection event !! Details !! Infection chance per event
 +
|-
 +
! Sharing a bed
 +
|
 +
* An infected pawn sharing any bed or sleeping spot spreads the infection to any bedmates.
 +
* The pawns do not need to be in a relationship or participate in [[lovin]] for the implantation to occur.
 +
* Pawns sharing the same barracks but not the same sleeping beds or sleeping spots will '''not''' spread the infection.
 +
| 100%
 +
|-
 +
! Performing surgery 
 +
|
 +
* Any medical bill performed on a pawn by an infected pawn can spread the infection
 +
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}}
 +
* Tending '''does not''' spread metalhorror infections.
 +
| 50%
 +
|-
 +
! Cooking a meal
 +
|
 +
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.
 +
** This chance is rolled upon consumption, not upon creation of the meal.
 +
** It is not known whether this shares the stack probability splitting of food poisoning when placed in a stack.{{Check Tag|Detail needed}}
 +
* It is not known whether this infection vector persists after the originating infections are revealed.{{Check Tag|Detail needed|If the infection is revealed, can you get reinfected from tainted meals. If yes, do you need to do the flesh research again or is it considered the same}}
 +
| 4%
 +
|-
 +
! [[Unnatural healing]]
 +
|
 +
* Use of the ability by an infected pawn on  an uninfected pawn spreads the infection
 +
| 100%
 +
|-
 +
! Feeding patients
 +
|
 +
* AN infected pawn feeding a meal to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.
 +
| 30%
 +
|}
 +
 
 +
=== Detailed Information to be cleaned up ===
 +
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}
 +
There are two separate MetalHorror incidents. Both fire as Minor Threats.
 +
 
 +
MetalHorror Implentation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by anomaly entities. Requires monolith level 1. Earliest day 30, can refire after 45 days, requires a colonist count of 4 and 300 Raid Points.
 +
 
 +
Creepy Joiner infected with metalhorrors: Requires monolith level 2, earlist day 10, and can refire every 60 days. Does not have a raid point nor colonist count requirement.
 +
 
 +
The first grey flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.
 +
 
 +
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.
 +
 
 +
== Summary ==
 +
Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}
 +
 
 +
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 [[bioferrite]], and occasionally 1 [[shard]].{{Check Tag|Chance?}}
 +
 
 +
=== Containment ===
 
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.
 
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.
  
 
=== Combat ===
 
=== Combat ===
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}
+
When attacked, metalhorrors only receive 25% of damage.
 +
 
 +
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}
 
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<div><li style="display: inline-table;">
 
{| {{STDT| c_06 text-center}}
 
{| {{STDT| c_06 text-center}}
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== Analysis ==
 
== Analysis ==
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.
+
Once grey flesh is discovered, it is important to consider the pawns most likely to spread infections- Cooks, Doctors, and Wardens.
 +
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out.
 +
* Doctors only spread infections while operating or feeding patients, which allows some guestimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.
 +
* Permanently downed prisoners (e.g those with legs removed), and recently acquired prisoners recovering from being downed in combat, are highly likely to be infected by an infected warden. Thankfully prisoners can be interrogated and their infections uncovered- even by infected wardens.
 +
* Once a pawn has been confirmed as having an infection, if they share a bed or sleeping spot with another pawn, that other pawn is virtually guaranteed to be infected as well.
  
 
==== Detection ====
 
==== Detection ====
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# if doctor 1 finds an infection, doctor 2 is infected
 
# if doctor 1 finds an infection, doctor 2 is infected
 
# if doctor 1 does not, then either both doctors are clear or both are infected.
 
# if doctor 1 does not, then either both doctors are clear or both are infected.
 +
 +
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.
  
 
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.
 
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.
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Metalhorror Mature north.png|North
 
Metalhorror Mature north.png|North
 
Metalhorror Mature south.png|South
 
Metalhorror Mature south.png|South
 +
</gallery>
 +
 +
===Infection Vectors===
 +
<gallery>
 +
Metal_Horror_Cooking.PNG|Cooking
 +
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack
 +
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery
 
</gallery>
 
</gallery>
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
 
+
[[Category: Entities]]
CATEGORIES GO HERE
 

Revision as of 01:08, 16 July 2024

Metalhorror

Metalhorror

A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.
While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.
An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.

Base Stats

Type
Entity
Flammability
200%

Apparel

Armor - Sharp
50%
Armor - Blunt
50%
Armor - Heat
0%

Pawn Stats

Combat Power
300
Move Speed
5.5 c/s
Health Scale
60% HP
Body Size
1
Mass
60 kg
Filth Rate
1
Life Expectancy
250 years
Maturity Age
0.05 years (3 days)
Juvenile Age
0.017 years (1 days)
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Production

Gestation Period
10 days

Melee Combat

Attack 1
Left blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 2
Left blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 3
Right blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 4
Right blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 5
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.52
Destroy yield
Bioferrite 10 - 20 + Shard 0 - 1

The Metalhorror is an entity that can threaten your colony. It will infect your colonists one by one and burst out them when it is ready to attack.

Occurrence

A Metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. Creepjoiners often come with drawbacks- one of which can be a metalhorror infection. Pre-infected pawns may arrive as guests or raiders.

During the monolith awakening, several mature metalhorrors will be spawned to defend each void structure. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the void monolith.

Infection

Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first.

Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found.

The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn with a valid infection pathway:

Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days. If a metalhorror event triggers when no player controlled pawn possesses a valid infection pathway, the game will spawn a creepy joiner with a hidden metalhorror infection. It's highly recommended for players to imprison creepy joiners until they have been cleared for hidden infections. This is especially true if the creepy joiner spawned immediately after conducting a void provocation ritual.

Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:

Infection event Details Infection chance per event
Sharing a bed
  • An infected pawn sharing any bed or sleeping spot spreads the infection to any bedmates.
  • The pawns do not need to be in a relationship or participate in lovin for the implantation to occur.
  • Pawns sharing the same barracks but not the same sleeping beds or sleeping spots will not spread the infection.
100%
Performing surgery
  • Any medical bill performed on a pawn by an infected pawn can spread the infection
    • This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, xenogerm implantation,Content added by the Biotech DLC and blood transfusions.Content added by the Biotech DLC
  • Tending does not spread metalhorror infections.
50%
Cooking a meal
  • Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.
    • This chance is rolled upon consumption, not upon creation of the meal.
    • It is not known whether this shares the stack probability splitting of food poisoning when placed in a stack.[Detail needed]
  • It is not known whether this infection vector persists after the originating infections are revealed.[Detail needed]
4%
Unnatural healing
  • Use of the ability by an infected pawn on an uninfected pawn spreads the infection
100%
Feeding patients
  • AN infected pawn feeding a meal to a patient can infect the patient. This includes hemogen packsContent added by the Biotech DLC being fed to hemogenicContent added by the Biotech DLC prisoners and patients.
30%

Detailed Information to be cleaned up

There are two separate MetalHorror incidents. Both fire as Minor Threats.

MetalHorror Implentation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by anomaly entities. Requires monolith level 1. Earliest day 30, can refire after 45 days, requires a colonist count of 4 and 300 Raid Points.

Creepy Joiner infected with metalhorrors: Requires monolith level 2, earlist day 10, and can refire every 60 days. Does not have a raid point nor colonist count requirement.

The first grey flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.

If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.

Summary

Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.[Counts time inside?]

Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 bioferrite, and occasionally 1 shard.[Chance?]

Containment

The metalhorror yields 4.4 bioferrite and 220W per day.

Combat

When attacked, metalhorrors only receive 25% of damage.

A metalhorror's attacks are identical to those of a scyther. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.[Maturity?]

  • Melee Attacks Damage Amount Cooldown
    Cut 20 2.0 sec
  • Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.

    Metalhorrors have a psychic sensitivity of 150%, making certain psycastsContent added by the Royalty DLC more effective on them.

    Analysis

    Once grey flesh is discovered, it is important to consider the pawns most likely to spread infections- Cooks, Doctors, and Wardens.

    • Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating nutrient paste which will prevent meals from being an infection vector until the metalhorrors have been rooted out.
    • Doctors only spread infections while operating or feeding patients, which allows some guestimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.
    • Permanently downed prisoners (e.g those with legs removed), and recently acquired prisoners recovering from being downed in combat, are highly likely to be infected by an infected warden. Thankfully prisoners can be interrogated and their infections uncovered- even by infected wardens.
    • Once a pawn has been confirmed as having an infection, if they share a bed or sleeping spot with another pawn, that other pawn is virtually guaranteed to be infected as well.

    Detection

    Paramedics Content added by the Biotech DLC can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.

    If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:

    1. Have 2 doctors
    2. The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2
    3. If they find an infection, doctor 1 is clear.
    4. If they do not, have doctor 2 check the patient
    5. if they find an infection, doctor 1 is infected
    6. If they do not, have doctor 1 check again
    7. if doctor 1 finds an infection, doctor 2 is infected
    8. if doctor 1 does not, then either both doctors are clear or both are infected.

    Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner. Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.

    In the event of total infection, a sufficient number of Mechanoids can safely clear out the revealed Metalhorrors, as long as the Mechanitors Content added by the Biotech DLC they are linked to are still alive.

    Gallery

    Larva

    Juvenile

    Mature

    Infection Vectors

    Version history