Difference between revisions of "Holding spot"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Stub|reason=General - essentially blank page}}
 
{{Stub|reason=General - essentially blank page}}
{{Infobox main<!-- Add infobox category here -->
+
{{See also|Holding platform}}
| name = Holding spot  
+
{{Infobox main|building
 +
| name = Holding spot
 
| image = Holding spot.png
 
| image = Holding spot.png
 +
| 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.
 +
<!-- Base Stats -->
 
| type = Building
 
| type = Building
 
| type2 = Anomaly (Buildings)
 
| type2 = Anomaly (Buildings)
 +
| rotatable = false
 +
| path cost = 0
 +
<!-- Building -->
 +
| buildingTags = Anomaly
 +
| sowTag = SupportPlantsOnly
 +
| can place over impassable plant = false
 +
| ai_chill destination = false
 +
| wake dormant pawns on construction = false
 +
| artificial for meditation purposes = false
 +
| passability = standable
 +
| cover = 0
 +
| terrain affordance needed = Light
 +
| size = 3 * 3
 +
<!-- 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
 +
<!-- Containment -->
 +
| containment factor = 0.7
 +
| min monolith level = 1
 +
<!-- Technical -->
 +
| defName = HoldingSpot
 +
| label = holding spot
 +
| thingClass = Building_HoldingPlatform
 +
| category = Building
 +
| drawerType = RealtimeOnly <!-- Prevents items clipping into it -->
 +
| resourceReadoutPriority =
 +
| useHitPoints = false
 +
| selectable = true
 +
| scatterableOnMapGen = false
 +
| inspectorTabs = ITab_Entity
 +
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]
 +
| designationCategory = Anomaly
 +
<!-- graphicData -->
 +
| texPath = Things/Building/HoldingSpot
 +
| graphicClass = Graphic_Single
 +
| drawSize = (3, 3)
 +
<!-- Other -->
 +
<!--
 +
  <ThingDef ParentName="HoldingPlatformBase">
 +
    <soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
 +
    <repairEffect>Repair</repairEffect>
 +
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
 +
    <filthLeaving>Filth_RubbleBuilding</filthLeaving>
 +
    <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
 
  
 
== Acquisition ==
 
== Acquisition ==
Acquisition text
+
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 ==  
 
== Summary ==  

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]