Difference between revisions of "Template:Cocoon Base"
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− | <includeonly>{{# | + | <includeonly>{{#switch: {{lc:{{{1}}}}} |
+ | | summary = All insectoid cocoons share the following traits: they always start dormant, have a wake up radius of 4.9 tiles; triggered by any target within this radius, including pawns and constructed buildings, and spawn their corresponding insectoid with the Cocoon Disturbed mental state, similar to [[berserk]] but they only target humanlike pawns. Once triggered, the cocoon will visually erupt in a cloud of green slime, destroying the cocoon and revealing the enraged insectoid behind the dissipating mist. | ||
They can be awoken by other disturbed cocoons in a maximum radius of 3 tiles, and take between {{Ticks|30}} - {{Ticks|60}} to send this disturbed status to awaken other cocoons, resulting in a delayed propagation. The cocoons spawn in an array spaced 2 tiles apart (2 * 2 empty squares with 4 cocoons adjacent in a pinwheel fashion), which will always result in all cocoons being triggered once one is triggered. The cocoons themselves also heal 1HP per every {{Ticks|6000}} (10 HP/Day), and spawn with 10-slime filth in a 1-tile radius, spawning additional filth with a {{MTB}} of {{Ticks|10000}} (4 in-game hours). | They can be awoken by other disturbed cocoons in a maximum radius of 3 tiles, and take between {{Ticks|30}} - {{Ticks|60}} to send this disturbed status to awaken other cocoons, resulting in a delayed propagation. The cocoons spawn in an array spaced 2 tiles apart (2 * 2 empty squares with 4 cocoons adjacent in a pinwheel fashion), which will always result in all cocoons being triggered once one is triggered. The cocoons themselves also heal 1HP per every {{Ticks|6000}} (10 HP/Day), and spawn with 10-slime filth in a 1-tile radius, spawning additional filth with a {{MTB}} of {{Ticks|10000}} (4 in-game hours). | ||
− | Wastepack infestations use [[raid points]] like many other threats, and thus the composition and amount of the cocoons will depend on this. {{P|Name}}s have a combat power of {{P|Combat Power}}, the same as the insectoid contained within. | + | Wastepack infestations use [[raid points]] like many other threats, and thus the composition and amount of the cocoons will depend on this. {{P|Name}}s have a combat power of {{P|Combat Power}}, the same as the insectoid contained within. |
+ | | analysis = Unlike normal infestations which will spawn near a combination of [[overhead mountain]], player built structures, and temperature, wastepack infestations target recently polluted tiles instead, or even regardless of such; spawning near the center of the map instead. This can prove more harmless for the former and even the latter if they are a sufficient distance away from your buildings, and since they are initially dormant, they won't cause any destruction and can be dealt with at any time. | ||
− | Wastepack infestations never spawn with [[hive]]s and so will never reproduce, nor will they produce [[Insect jelly]]. Setting restrictive [[zone]]s several tiles beyond the trigger radius of the cocoons will prove beneficial, as pawns traveling diagonally may accidentally trigger them, especially when leaving or entering the map with pack animals during a caravan, as the animals will be bunched up and trailing behind the pawn leading them, causing some to walk into or get pushed into the trigger radius. | + | Wastepack infestations never spawn with [[hive]]s and so will never reproduce, nor will they produce [[Insect jelly]]. Setting restrictive [[zone]]s several tiles beyond the trigger radius of the cocoons will prove beneficial, as pawns traveling diagonally may accidentally trigger them, especially when leaving or entering the map with pack animals during a caravan, as the animals will be bunched up and trailing behind the pawn leading them, causing some to walk into or get pushed into the trigger radius. |
+ | | No such section}}</includeonly> | ||
<noinclude>{{Documentation}}</noinclude> | <noinclude>{{Documentation}}</noinclude> |
Latest revision as of 07:03, 12 August 2024
{{Cocoon Base|Summary}}
produces:
All insectoid cocoons share the following traits: they always start dormant, have a wake up radius of 4.9 tiles; triggered by any target within this radius, including pawns and constructed buildings, and spawn their corresponding insectoid with the Cocoon Disturbed mental state, similar to berserk but they only target humanlike pawns. Once triggered, the cocoon will visually erupt in a cloud of green slime, destroying the cocoon and revealing the enraged insectoid behind the dissipating mist.
They can be awoken by other disturbed cocoons in a maximum radius of 3 tiles, and take between 30 ticks (0.5 secs) - 60 ticks (1 sec) to send this disturbed status to awaken other cocoons, resulting in a delayed propagation. The cocoons spawn in an array spaced 2 tiles apart (2 * 2 empty squares with 4 cocoons adjacent in a pinwheel fashion), which will always result in all cocoons being triggered once one is triggered. The cocoons themselves also heal 1HP per every 6,000 ticks (1.67 mins) (10 HP/Day), and spawn with 10-slime filth in a 1-tile radius, spawning additional filth with a MTB of 10,000 ticks (2.78 mins) (4 in-game hours).
Wastepack infestations use raid points like many other threats, and thus the composition and amount of the cocoons will depend on this. s have a combat power of , the same as the insectoid contained within.
{{Cocoon Base|Analysis}}
produces:
Unlike normal infestations which will spawn near a combination of overhead mountain, player built structures, and temperature, wastepack infestations target recently polluted tiles instead, or even regardless of such; spawning near the center of the map instead. This can prove more harmless for the former and even the latter if they are a sufficient distance away from your buildings, and since they are initially dormant, they won't cause any destruction and can be dealt with at any time.
Wastepack infestations never spawn with hives and so will never reproduce, nor will they produce Insect jelly. Setting restrictive zones several tiles beyond the trigger radius of the cocoons will prove beneficial, as pawns traveling diagonally may accidentally trigger them, especially when leaving or entering the map with pack animals during a caravan, as the animals will be bunched up and trailing behind the pawn leading them, causing some to walk into or get pushed into the trigger radius.
{{Cocoon Base}}
produces:
No such section
{{Cocoon Base|}}
produces:
No such section
{{Cocoon Base|Section}}
produces:
No such section
The above documentation is transcluded from Template:Cocoon Base/doc. (edit | history) Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages. Please add categories to the /doc subpage. Subpages of this template. |