Difference between revisions of "Proximity detector"

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{{Anomaly}}
 
{{Anomaly}}
{{Stub|reason=General}}
 
{{Image wanted|reason=1) Image of what it looks like when it has detected a creature 2) detection radius/aoe image in the style of standard in [[:Category: Images - Graphics]]}}
 
 
{{Infobox main|building
 
{{Infobox main|building
 
| name = Proximity detector
 
| name = Proximity detector
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| resource 2 amount = 1
 
| resource 2 amount = 1
 
| buildingTags = Anomaly
 
| buildingTags = Anomaly
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| page verified for version = 1.5.4136
 
}}
 
}}
The [[proximity detector]] is a [[building]] added by the [[Anomaly DLC]] that aids in the detection of invisible creatures.
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The '''proximity detector''' is a [[building]] added by the [[Anomaly DLC]] that aids in the detection of invisible creatures.
  
 
== Acquisition ==
 
== Acquisition ==
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== Summary ==
 
== Summary ==
{{Stub|section=1|reason= What is the detection radius?}}
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A powered proximity detector notifies the player when an invisible creature is in a 19.5-tile radius of the detector. Invisible creatures include [[sightstealer]]s, [[revenant]]s, and pawns under the the effect of the [[invisibility]] psycast{{RoyaltyIcon}} or psychic invisibility power of the [[revenant vertebrae]]
The proximity detector provides an easy way to tell if a [[sightstealer]], [[revenant]], or any other invisible creature is in the surrounding area. This includes colonists using the [[invisibility]] psycast{{RoyaltyIcon}} or psychic invisibility power of the [[revenant vertebrae]] within range of the detector.
 
  
When an invisible pawn is detected in the radius, a notification is displayed stating ''"A proximity detector has detected an invisible creature"'', the yellow crystal in the centre of the detector turns red, and it emits a red glow.{{Check Tag|Glow|Does the detector glow normally and change color when detecting or does it only begin to glow when it detects?}} The detector will ''not'' reveal the creature, tell you specifically where it is, or tell you how many creatures there are. It only indicates that an invisible pawn is in its detection radius.
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When an invisible pawn is detected in the radius, a notification is displayed stating ''"A proximity detector has detected an invisible creature"'' and the yellow crystal in the center of the detector turns red and emits a red visual flash while the detector itself emits a red glow. The detector will ''not'' reveal the creature, specify where the creature is, or state how many creatures there are. It will also not display a notification if a second invisible creature enters its radius when it is already indicating a detection. It only indicates that at least one invisible pawn is in its detection radius.
  
 
The creature does ''not'' need to be moving to be detected.
 
The creature does ''not'' need to be moving to be detected.
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<gallery>
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File:Proximity detector radius.png|Detection radius
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File:Proximity detector glowing.webm|Notification and glowing upon detection
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</gallery>
  
 
== Analysis ==
 
== Analysis ==
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{{Stub|section=1|reason=Analysis - strategy for overlapping radii to triangulate location, synergy with outer walls and limited entrances, general value proposition etc. Current kinda undersells their utility.}}
 
While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.
 
While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.
  

Latest revision as of 12:50, 17 August 2024

Proximity detector

Proximity detector

A scanner capable of detecting invisible creatures. The device raises an alarm when it detects the presence of psychically invisible biosignatures within its radius.

Base Stats

Type
BuildingAnomaly (Buildings)
Market Value
65 Silver [Note]
Mass
20 kg
HP
100
Flammability
70%
Rotatable
False
Path Cost
14 (48%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
25%
Terrain Affordance
Light
Power
-75 W
Light Radius
1.73

Creation

Required Research
Proximity detector
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Bioferrite 15 + Component 1
Deconstruct yield
Bioferrite 7 - 8 + Component 0 - 1
Destroy yield
Bioferrite 3 - 4 + Component 0 - 1
Technical
thingCategories
BuildingsMisc
buildingTags
Anomaly


The proximity detector is a building added by the Anomaly DLC that aids in the detection of invisible creatures.

Acquisition[edit]

Proximity detectors can be constructed once the proximity detector research project has been completed. Note that this research requires dark study to unlock. Each requires Bioferrite 15 Bioferrite, Component 1 Component and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder.

Additionally, when starting a game with the Anomaly start you will have one proximity detector by default, but lack the ability to make more.

Summary[edit]

A powered proximity detector notifies the player when an invisible creature is in a 19.5-tile radius of the detector. Invisible creatures include sightstealers, revenants, and pawns under the the effect of the invisibility psycastContent added by the Royalty DLC or psychic invisibility power of the revenant vertebrae

When an invisible pawn is detected in the radius, a notification is displayed stating "A proximity detector has detected an invisible creature" and the yellow crystal in the center of the detector turns red and emits a red visual flash while the detector itself emits a red glow. The detector will not reveal the creature, specify where the creature is, or state how many creatures there are. It will also not display a notification if a second invisible creature enters its radius when it is already indicating a detection. It only indicates that at least one invisible pawn is in its detection radius.

The creature does not need to be moving to be detected.

Analysis[edit]

While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.

Proximity detectors also provide insight into the general location of a revenant. This can be helpful in combination with a disruptor flare pack, giving a general idea which area to reveal with disruptor flares in order to prevent colonists from becoming hypnotized.

Version history[edit]