Difference between revisions of "Molotov cocktails"

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| type2 = Weapons
 
| type2 = Weapons
 
| tech level = Industrial
 
| tech level = Industrial
| class = Modern
+
| class = Industrial
 
| damage = 10
 
| damage = 10
 
| damage type = Flame
 
| damage type = Flame
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| marketvalue = 245
 
| marketvalue = 245
 
| work to make = 6000
 
| work to make = 6000
 +
| work speed stat = General Labor Speed
 
| mass base = 1.0
 
| mass base = 1.0
| weaponTags = GrenadeDestructive
+
| has quality = False
 +
| weaponTags = GrenadeDestructive, GrenadeFlame
 +
| tradeTags = WeaponRanged
 
}}
 
}}
 
'''Molotov cocktails''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" ('''+''') area on fire where they land. They are not consumed on use and do not use any ammo.
 
'''Molotov cocktails''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" ('''+''') area on fire where they land. They are not consumed on use and do not use any ammo.
  
 
== Acquisition ==
 
== Acquisition ==
Molotov cocktails can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
+
{{Acquisition}}
  
 
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, or obtained from the following [[raider]] kinds:
 
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, or obtained from the following [[raider]] kinds:
Line 55: Line 58:
 
Flame damage will possibly ignite pawns. The impact will create [[Filth#Chemfuel puddle|chemfuel puddles]], which will then ignite and burn, causing general [[fire]]s.{{Check Tag|Puddle behavior?|Are there always 5 puddles, do they always ignite etc.}} Pawns on fire will run wildly and are unable to attack.
 
Flame damage will possibly ignite pawns. The impact will create [[Filth#Chemfuel puddle|chemfuel puddles]], which will then ignite and burn, causing general [[fire]]s.{{Check Tag|Puddle behavior?|Are there always 5 puddles, do they always ignite etc.}} Pawns on fire will run wildly and are unable to attack.
  
[[Pyromaniac]] pawns equipped with molotov cocktails will have a {{+|5}} ''Pyromaniac has incendiary weapon'' mood buff.
+
{{Pyromaniac Weapon Note}}
 
 
 
=== Item ===
 
=== Item ===
 
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.{{Check Tag|Chemfuel puddles?|Does this explosion leave chemfuel puddles like throwing it will?}} They cannot be smelted in an [[electric smelter]].
 
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.{{Check Tag|Chemfuel puddles?|Does this explosion leave chemfuel puddles like throwing it will?}} They cannot be smelted in an [[electric smelter]].
Line 63: Line 65:
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Actual combat use cases, if at all}}
+
=== Combat ===
 +
Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets. However, due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.
  
=== Combat ===
+
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of [[frag grenades]] when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.  
Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. However, using a grenade-type weapon without manual oversight is prone to vulnerable positioning, inefficiency against moving targets, and unwanted collateral damage. In addition, the low range makes friendly fire harder to avoid. Due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.
+
 
 +
Because it relies on fires, [[rain]] significantly diminishes its outdoor utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.
 +
 
 +
=== Fire traps ===
 +
Molotovs become much more useful as a general firestarter. Burning down flammable structures is a very powerful tactic, though it can be costly.
  
Fire becomes much less useful as you enter the mid- and lategame. [[Mechanoid]]s are immune to fire, high-tech raiders start to wear more heat resistant apparel (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single blast to supress. Note that for humanoids, only [[phoenix armor]]{{RoyaltyIcon}} will prevent guaranteed ignition, which raiders will not wear.
+
Place fuel like wooden [[barricade]]s or [[straw matting]] where you want things to burn. Then, lure and trap [[raider]]s (or other enemies) inside.
 +
* In a mountain, you can use fire to burn any [[infestation]]s that spawn inside your pawn's bedrooms.
 +
* You can use wooden [[column]]s/walls as fuel, and use them to support [[roof]]s. In the absence of other support, burning the wall will cause a [[Roof#Roof_collapse|roof collapse]].
  
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of [[frag grenades]] when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.  
+
In a dedicated "oven" or "burn tunnel", fire can kill infinitely many human pawns. So long as a place is [[roof]]ed and "Indoors", temperatures will rapidly rise. As [[heatstroke]] is the way most pawns are [[downed]], no amount of heat protection will save an organic pawn. Note that [[mechanoid]]s are completely immune to both fire and heatstroke. Heatstroke ignores the usual [[AI Storytellers#Enemy death on downed|death on downed]] chance with combat, allowing you to easily capture pawns and recover untainted [[armor]].
  
Because it relies on fires, [[rain]] significantly diminishes its utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.
+
<gallery widths="400px" heights="400px" class="left" mode="nolines">
 +
File:Ancient danger fire.png|'''Fire being used to handle an [[ancient shrine]]'s cryptosleep caskets, once the initial threats are cleared.<br>Place some fuel, toss molotovs from outside until the room reaches ~ {{Temperature|400}}, then shoot the caskets to open them. '''
 +
File:Ancient danger fire2.png|'''Even with [[firefoam pop pack]]s: it isn't the fire that kills, its the heatstroke (usually).<br>Deconstructing 1 wall will make the room "Outside", turning it from 800°C to 23°C. This allows you to easily capture pawns, untainted armor, and the rest of their gear.'''
 +
</gallery>
  
=== As a firestarter ===
+
=== Utility ===
 
Fire is very useful to dispose of flammable items, like [[corpse]]s. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than [[incendiary launcher]]s, so are better for this purpose. For [[corpse]]s, watch out for [[rot stink]]; haul corpses quickly and wait for the rot to wear before burning.
 
Fire is very useful to dispose of flammable items, like [[corpse]]s. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than [[incendiary launcher]]s, so are better for this purpose. For [[corpse]]s, watch out for [[rot stink]]; haul corpses quickly and wait for the rot to wear before burning.
 
Fire may also be used to burn flammable structures and floor, and a powerful, albeit costly tactic. Placing [[straw matting]] or [[wood floor]] where you want things to burn. Then, lure and trap [[raider]]s inside. Alternatively, you set up a mountain base to burn any [[infestation]]s in your pawn's bedrooms. You can also use wooden [[column]]s/walls, which in the absence of other support, causes a [[Structure#Roof Collapse|Roof Collapse]].
 
  
 
In extremely cold temperatures, fire can be a last resort in order to create [[temperature|heat]]. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to [[heater]]s.
 
In extremely cold temperatures, fire can be a last resort in order to create [[temperature|heat]]. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to [[heater]]s.
Line 83: Line 93:
 
== Version history ==
 
== Version history ==
 
* 1.0 - Received a crafting recipe.
 
* 1.0 - Received a crafting recipe.
 
+
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.
  
 
{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Flame Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Flame Weapons]]
 
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]]
 
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]]

Latest revision as of 02:42, 16 August 2024

Molotov cocktails

Molotov cocktails

Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon for hooligans and desperate warriors from rim to rim.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
245 Silver
Mass
1.0 kg

Ranged Combat

Mode
Single Thrown
Damage
10 dmg (Flame)
Warm-Up
90 ticks (1.5 secs)
Cooldown
160 ticks (2.67 secs)
Range
12.9 tile(s)
Accuracy
-
Velocity
12 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
2.4

Creation

Crafted At
Machining table
Required Research
Machining
Work To Make
6,000 ticks (1.67 mins)
Work Speed Stat
General Labor Speed
Resources to make
Cloth 25 + Chemfuel 80
Technical
Has Quality
False
weaponTags
GrenadeDestructive, GrenadeFlame
tradeTags
WeaponRanged


Molotov cocktails are short ranged, thrown weapons that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" (+) area on fire where they land. They are not consumed on use and do not use any ammo.

Acquisition[edit]

Molotov cocktails can be crafted at a machining table once the machining research project has been completed. Each requires Cloth 25 Cloth, Chemfuel 80 Chemfuel and 6,000 ticks (1.67 mins) of work modified by the general labor speed of the crafter.

They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Grenadier 50% Normal 70-230%

Summary[edit]

Molotov cocktails range and AoE

Weapon[edit]

Molotov cocktails are weapons. They take up the weapon slot and will not run out of ammo. They are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.

Molotovs deal 10 Flame damage in a 1.1 tile radius. They are thrown from a very short range of 12.9 tiles and have moderate aiming time; they explode immediately on landing. With a forced miss radius of 1.9 tiles, an unobstructed molotov always lands within 1 grid tile (including diagonals) of the target. This means Shooting skill, shooting accuracy, and health of the grenadier is irrelevant. Aiming time effects still apply, however.

Flame damage will possibly ignite pawns. The impact will create chemfuel puddles, which will then ignite and burn, causing general fires.[Puddle behavior?] Pawns on fire will run wildly and are unable to attack.

Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with a molotov cocktails. Note that they must be equipped, not merely carried. They also receive an additional +8 Used flame weapon mood for 0.333 days when used on an enemy.

Item[edit]

When damaged with Flame damage[How much?], they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.[Chemfuel puddles?] They cannot be smelted in an electric smelter.

Molotov cocktails have no quality - every set of molotovs will have the same stats, regardless of the skill of the crafter.

Analysis[edit]

Combat[edit]

Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets. However, due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.

When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of frag grenades when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.

Because it relies on fires, rain significantly diminishes its outdoor utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.

Fire traps[edit]

Molotovs become much more useful as a general firestarter. Burning down flammable structures is a very powerful tactic, though it can be costly.

Place fuel like wooden barricades or straw matting where you want things to burn. Then, lure and trap raiders (or other enemies) inside.

  • In a mountain, you can use fire to burn any infestations that spawn inside your pawn's bedrooms.
  • You can use wooden columns/walls as fuel, and use them to support roofs. In the absence of other support, burning the wall will cause a roof collapse.

In a dedicated "oven" or "burn tunnel", fire can kill infinitely many human pawns. So long as a place is roofed and "Indoors", temperatures will rapidly rise. As heatstroke is the way most pawns are downed, no amount of heat protection will save an organic pawn. Note that mechanoids are completely immune to both fire and heatstroke. Heatstroke ignores the usual death on downed chance with combat, allowing you to easily capture pawns and recover untainted armor.

Utility[edit]

Fire is very useful to dispose of flammable items, like corpses. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than incendiary launchers, so are better for this purpose. For corpses, watch out for rot stink; haul corpses quickly and wait for the rot to wear before burning.

In extremely cold temperatures, fire can be a last resort in order to create heat. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to heaters.

Version history[edit]

  • 1.0 - Received a crafting recipe.
  • 1.3.3066 - Grenade throws are rendered in an arc.