Difference between revisions of "Proximity detector"
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{{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 | ||
+ | | page verified for version = 1.5.4136 | ||
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− | The | + | The '''proximity detector''' is a [[building]] added by the [[Anomaly DLC]] that aids in the detection of invisible creatures. |
== Acquisition == | == Acquisition == | ||
{{Acquisition}} | {{Acquisition}} | ||
− | Additionally, when starting a game with the [[Scenario system#Anomaly|Anomaly]] start you will have one proximity detector by default, but lack the ability to make more. | + | Additionally, when starting a game with the [[Scenario system#Anomaly|Anomaly]] start you will have one proximity detector by default, but lack the ability to make more. |
== Summary == | == Summary == | ||
− | + | 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]] | |
− | |||
− | When an invisible pawn is detected in the radius, a notification is displayed stating ''"A proximity detector has detected an invisible creature"'' | + | 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. | ||
+ | <gallery> | ||
+ | File:Proximity detector radius.png|Detection radius | ||
+ | File:Proximity detector glowing.webm|Notification and glowing upon detection | ||
+ | </gallery> | ||
== Analysis == | == Analysis == | ||
+ | {{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
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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
- Building – Anomaly (Buildings)
- 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)
- 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 15 Bioferrite, 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 psycast 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.
Notification and glowing upon detection
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. 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.
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]
- Anomaly DLC Release - Added