Difference between revisions of "Crashed ship parts"
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− | {{ | + | {{Split|destination=Ship part (psychic droner)|destination2=Ship part (defoliator)|reason=Breaks properties, and they have separate analyses and details with sufficient potential for length to justify the separation - this page can be retained as disambig/general with links to the original page and shared info can be templatised if (and only if) necessary}} |
− | + | [[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]] | |
+ | [[File:Poison ship incoming.png|300px|thumb|right|A defoliator ship and its escort, just before hitting the ground.]] | ||
+ | '''Crashed ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, "[[Crashed ship parts#Psychic ship|psychic]]" or "[[Crashed ship parts#Defoliator ship|defoliator]]" (see below). | ||
− | + | In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that... | |
− | |||
− | Upon | + | == Mechanoids == |
+ | [[File:Crashed ship part wake on build radius.png|300px|thumb|right|Planned defenses close to a crashed ship part. The "no build" zone around the mech is highlighted in red.]] | ||
+ | Upon landing a group of [[mechanoids]] will spawn surrounding the ship, to defend it. The size of the group is dependent on colony wealth and storyteller difficulty - see [[raid points]] for further details. They will spawn in a "sleeping" state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid. | ||
− | [[File: | + | As long as nothing is damaged or built too close to the ship (see next), colonists can freely move, work, and even fight fires among the sleeping mechanoids. Note that mechanoids are immune to fire that open areas support, so these initial fires will not damage or wake them. Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken. |
− | + | The "no build" zone is 5x5 square centered on each sleeping mechanoid. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening. | |
− | Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the | + | Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s. |
− | When destroyed | + | Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity. |
+ | |||
+ | === Loot === | ||
+ | When destroyed, either variety of ship part leaves: | ||
+ | * {{Icon Small|steel slag chunk||4}} [[steel slag chunk]]. | ||
+ | * {{Icon Small|steel||60}} [[steel]]. | ||
+ | * {{Icon Small|plasteel||10}} [[plasteel]]. | ||
+ | * {{Icon Small|component||1}} [[component]]. | ||
+ | * {{Icon Small|advanced component||1}} [[advanced component]]. | ||
+ | |||
+ | This is in addition to any parts you can salvage from shredding defeated [[mechanoids]]. | ||
+ | |||
+ | * '''Minor bug''': When the ship part is selected, there is a greyed-out "[[Deconstruct]]" button that, when mouse-hovered, states ''"You must defeat a mech cluster before you can deconstruct it"'' {{Sic}}. This is misleading, as you cannot "deconstruct" a Crashed Ship Part, and there is no deconstruction return defined in the game code. | ||
== Psychic ship == | == Psychic ship == | ||
− | {{Infobox main|building| | + | {{Infobox main|building |
− | | type = | + | | name = Ship part (psychic droner) |
− | | type2 = | + | | type = Building |
− | | image = PsychicShip.png | + | | type2 = Ruin |
− | | description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous | + | | image = PsychicShip.png |
− | | size = 6 | + | | description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.<br/>This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.<br/>A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous |
− | | hp = | + | | size = 6*3 |
+ | | hp = 1200 | ||
| flammability = 0 | | flammability = 0 | ||
− | | beauty = - | + | | beauty = -200 |
+ | | blockswind = true | ||
+ | | terrain affordance = light | ||
+ | | destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}} | ||
}} | }} | ||
− | This ship part contains a hostile [[ | + | This ship part contains a hostile [[persona core]] that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins at a "low" -12, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[trait]]s may worsen or lessen the effect of the drone. |
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane. | The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane. | ||
− | === | + | === Psychic drone stages === |
{| class = "wikitable" | {| class = "wikitable" | ||
− | |||
! Psychic drone (level) | ! Psychic drone (level) | ||
! Onset | ! Onset | ||
Line 59: | Line 77: | ||
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... | | My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... | ||
|} | |} | ||
− | {{ | + | {{Clear}} |
== Defoliator ship == | == Defoliator ship == | ||
− | {{Infobox main|building| | + | {{Infobox main|building |
− | | type = | + | | name = Ship part (defoliator) |
− | | type2 = | + | | type = Building |
− | | image = PoisonShip.png | + | | type2 = Ruin |
− | | description = | + | | image = PoisonShip.png |
− | | size = 6 | + | | description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies. |
− | | hp = | + | | size = 6*3 |
+ | | hp = 1200 | ||
| flammability = 0 | | flammability = 0 | ||
− | | beauty = - | + | | beauty = -200 |
+ | | blockswind = true | ||
+ | | terrain affordance = light | ||
+ | | destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}} | ||
}} | }} | ||
+ | * Note that this event was once called a "'''poison ship'''", and references to that may still be seen in the game or this Wiki. | ||
− | Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. | + | Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. Note that this will also kill [[anima tree]]s {{RoyaltyIcon}}, [[gauranlen tree]]s {{IdeologyIcon}}, and [[polux tree]]s {{BiotechIcon}}. |
− | + | The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops/trees are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. | |
− | <gallery | + | If the [[Biotech DLC]] {{BiotechIcon}} is installed, the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed. |
− | + | <gallery heights=250px widths=250px> | |
− | + | Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment. | |
+ | Poison ship selected.png|Defoliation radius is visible when the ship piece is selected. | ||
+ | Poison ship 2.jpg|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted. | ||
</gallery> | </gallery> | ||
+ | |||
+ | == Trivia == | ||
+ | Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack. | ||
+ | |||
+ | == Version history == | ||
+ | * B19/1.0 - Poison ship part plant-killing circle stops expanding at radius 50. | ||
+ | * Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''. | ||
+ | * [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a "Flee" response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side. | ||
+ | * ? prior to 25/7/20 - Poison/defoliator ship no longer generates snow in the poisoned area. | ||
+ | * ? Prior to 2/08/22 - Description changed from "''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''" -> "''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''" | ||
+ | * ? Prior to 2/08/22 - Description changed from "''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''" -> "''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''" | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Latest revision as of 21:15, 11 September 2024
This page is suggested to be split. Destination: Ship part (psychic droner) and Ship part (defoliator). Reason: Breaks properties, and they have separate analyses and details with sufficient potential for length to justify the separation - this page can be retained as disambig/general with links to the original page and shared info can be templatised if (and only if) necessary. |
Crashed ship parts drop as part of a map Event. A crashed ship part, accompanied by small fires if the surrounding tiles support fire, lands at a random unroofed location when the event triggers. These ship parts carry one of two negative effects, "psychic" or "defoliator" (see below).
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...
Mechanoids[edit]
Upon landing a group of mechanoids will spawn surrounding the ship, to defend it. The size of the group is dependent on colony wealth and storyteller difficulty - see raid points for further details. They will spawn in a "sleeping" state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move, work, and even fight fires among the sleeping mechanoids. Note that mechanoids are immune to fire that open areas support, so these initial fires will not damage or wake them. Pawns set to Flee from danger will flee from sleeping mechanoids, but those set to Attack will not do so until they awaken.
The "no build" zone is 5x5 square centered on each sleeping mechanoid. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. IEDs and spike traps can also be placed around the mechanoids and ship part to deal damage to them upon awakening.
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving centipedes, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of sniper rifles.
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as mortars. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.
Loot[edit]
When destroyed, either variety of ship part leaves:
- 4 steel slag chunk.
- 60 steel.
- 10 plasteel.
- 1 component.
- 1 advanced component.
This is in addition to any parts you can salvage from shredding defeated mechanoids.
- Minor bug: When the ship part is selected, there is a greyed-out "Deconstruct" button that, when mouse-hovered, states "You must defeat a mech cluster before you can deconstruct it" [sic]. This is misleading, as you cannot "deconstruct" a Crashed Ship Part, and there is no deconstruction return defined in the game code.
Psychic ship[edit]
Ship part (psychic droner)
An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.
This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.
A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous
Base Stats
Building
This ship part contains a hostile persona core that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins at a "low" -12, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity traits may worsen or lessen the effect of the drone.
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.
Psychic drone stages[edit]
Psychic drone (level) | Onset | Mood effect | Description |
---|---|---|---|
Low | Initial | -12 | It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them. |
Medium | 2.5 days | -22 | I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away! |
High | 5 days | -30 | The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting! |
Extreme | 7.5 days | -40 | My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... |
Defoliator ship[edit]
Ship part (defoliator)
An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.
Base Stats
Building
- Note that this event was once called a "poison ship", and references to that may still be seen in the game or this Wiki.
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. Note that this will also kill anima trees , gauranlen trees , and polux trees .
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops/trees are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely.
If the Biotech DLC is installed, the ship part will additionally pollute 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.
Trivia[edit]
Crashed ship parts not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Version history[edit]
- B19/1.0 - Poison ship part plant-killing circle stops expanding at radius 50.
- Version 1.1 or prior - poison ship renamed to defoliator ship.
- 1.1.0 - Mechanoids now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a "Flee" response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.
- ? prior to 25/7/20 - Poison/defoliator ship no longer generates snow in the poisoned area.
- ? Prior to 2/08/22 - Description changed from "A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous" -> "An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself."
- ? Prior to 2/08/22 - Description changed from "A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it." -> "An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies."