Difference between revisions of "Holding spot"

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(Created page with "{{Anomaly}} {{Spoiler}} {{rwbox |nocat=true |type=warning |text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It can...")
 
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{{Anomaly}}
 
{{Anomaly}}
{{Spoiler}}
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{{Stub|reason=General - essentially blank page}}
{{rwbox
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{{See also|Holding platform}}
|nocat=true
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{{Infobox main|building
|type=warning
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| name = Holding spot
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
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| image = Holding spot.png
{{Infobox main<!-- Add infobox category here -->
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| description = A spot for holding dangerous entities. Not as good as a steel holding platform, but a lot better than nothing.<br />Downed entities can be secured at a holding spot where they can be studied. Increase containment strength by building strong walls and doors, and other special containment devices.
 
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<!-- Base Stats -->
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
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| type = Building
 
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| type2 = Anomaly (Buildings)
| name = Holding spot
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| rotatable = false
 +
| path cost = 0
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<!-- Building -->
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| buildingTags = Anomaly
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| sowTag = SupportPlantsOnly
 +
| can place over impassable plant = false
 +
| ai_chill destination = false
 +
| wake dormant pawns on construction = false
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| artificial for meditation purposes = false
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| passability = standable
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| cover = 0
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| terrain affordance needed = Light
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| size = 3 * 3
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<!-- statBases -->
 +
| sell price factor = 0.70
 +
| meditation psyfocus bonus = 0
 +
| hp = 0
 +
| work to make = 0
 +
<!-- Meditation -->
 +
| focus types = Void
 +
| occupied meditation psyfocus bonus offset = 0.16
 +
<!-- Building -->
 +
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester
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<!-- Containment -->
 +
| containment factor = 0.7
 +
| min monolith level = 1
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<!-- Technical -->
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| defName = HoldingSpot
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| label = holding spot
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| thingClass = Building_HoldingPlatform
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| category = Building
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| drawerType = RealtimeOnly <!-- Prevents items clipping into it -->
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| resourceReadoutPriority =
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| useHitPoints = false
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| selectable = true
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| scatterableOnMapGen = false
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| inspectorTabs = ITab_Entity
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| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]
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| designationCategory = Anomaly
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<!-- graphicData -->
 +
| texPath = Things/Building/HoldingSpot
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| graphicClass = Graphic_Single
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| drawSize = (3, 3)
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<!-- Other -->
 +
<!--
 +
  <ThingDef ParentName="HoldingPlatformBase">
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    <soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
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    <repairEffect>Repair</repairEffect>
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    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
 +
    <filthLeaving>Filth_RubbleBuilding</filthLeaving>
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    <containedPawnsSelectable>true</containedPawnsSelectable>
 +
    <tickerType>Normal</tickerType>
 +
    <uiOrder>100</uiOrder>
 +
    <canOverlapZones>true</canOverlapZones>
 +
    <defaultPlacingRot>North</defaultPlacingRot>
 +
  </ThingDef>
 +
-->
 
}}
 
}}
 
 
INTRO TEXT
 
INTRO TEXT
  
SEE OTHER SPOTS FOR EXAMPLES
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== Acquisition ==
 
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Holding spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
== Acquistion ==
 
ACQUISTION TEXT
 
  
 
== Summary ==  
 
== Summary ==  
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ANALYSIS TEXT
 
ANALYSIS TEXT
  
CATEGORIES GO HERE
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== Version history ==
 +
* [[Anomaly DLC]] Release - Added
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{{Nav|anomaly|wide}}
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[[Category:Anomaly (Buildings)]]

Latest revision as of 06:59, 3 October 2024

Holding spot

Holding spot

A spot for holding dangerous entities. Not as good as a steel holding platform, but a lot better than nothing.
Downed entities can be secured at a holding spot where they can be studied. Increase containment strength by building strong walls and doors, and other special containment devices.

Base Stats

Type
BuildingAnomaly (Buildings)
HP
0
Rotatable
False
Path Cost
0 (100%)

Building

Size
3 × 3
Passability
standable
Cover Effectiveness
0%
Facility
Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester

Creation

Work To Make
ticks (0 secs)

Containment

Containment Factor
×70%
Min Monolith Level
1
Technical
defName
HoldingSpot
sowTag
SupportPlantsOnly
buildingTags
Anomaly


INTRO TEXT

Acquisition[edit]

Holding spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.

Summary[edit]

SUMMARY TEXT

Analysis[edit]

ANALYSIS TEXT

Version history[edit]