Difference between revisions of "Proximity activator"
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− | {{Royalty}}{{Stub}}{{ | + | {{Royalty}} |
+ | {{Stub|reason=Format standard and detail on mechanics}} | ||
+ | {{Infobox main|building | ||
| name = Proximity activator | | name = Proximity activator | ||
| image = ActivatorProximity.png | | image = ActivatorProximity.png | ||
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| glowradius = 2 | | glowradius = 2 | ||
| glowcolor = (115, 35, 20) | | glowcolor = (115, 35, 20) | ||
− | | deconstruct yield = {{Icon | + | | deconstruct yield = {{Icon Small|Plasteel}} 3.5 |
− | | destroyyield = {{Icon | + | | destroyyield = {{Icon Small|Plasteel}} 1.75 |
| page verified for version = 1.3.3117 | | page verified for version = 1.3.3117 | ||
}} | }} | ||
'''Proximity activators''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. They activate after {{Ticks|1200}}, and then wake up the cluster when any human steps within a 12.9 tile radius. | '''Proximity activators''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. They activate after {{Ticks|1200}}, and then wake up the cluster when any human steps within a 12.9 tile radius. | ||
− | ==Trivia== | + | == Trivia == |
Like all mech cluster buildings, they 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. | Like all mech cluster buildings, they 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 == | == Version history == | ||
− | * [[Royalty DLC]] Release - Added | + | * [[Royalty DLC]] Release - Added. |
+ | * [[Version/1.4.3523|1.4.3523]] - Fix: Proximity activator is not triggered by [[skip]] psycasts happening in its range. | ||
+ | * [[Version/1.4.3555|1.4.3555]] - Fix: [[Farskip]]ping a pawn into a range of an expired proximity sensor will trigger it again. | ||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
+ | [[Category:Mechanoid Cluster]] |
Latest revision as of 13:38, 20 January 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Format standard and detail on mechanics. |
Proximity activator
A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.
Base Stats
- Type
- Building – Mechanoid cluster
- Beauty
- -20
- HP
- 100
- Flammability
- 0%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Placeable
- False
- Passability
- pass through only
- Cover Effectiveness
- 25%
- Blocks Wind
- True
- Light Radius
- 0.42
Creation
Proximity activators are Mechanoid cluster buildings added by the Royalty DLC. They activate after 1,200 ticks (20 secs), and then wake up the cluster when any human steps within a 12.9 tile radius.
Trivia[edit]
Like all mech cluster buildings, they 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]
- Royalty DLC Release - Added.
- 1.4.3523 - Fix: Proximity activator is not triggered by skip psycasts happening in its range.
- 1.4.3555 - Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.