Difference between revisions of "Disruptor flare pack"
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== Summary == | == Summary == | ||
− | + | {{Image wanted|section=1|reason=1) Light radius image like [[:File:Standing_lamp_illumination_area.png]] 2) AoE image in standard style | |
− | {{Image wanted|section=1|reason=1) Light radius image like [[:File:Standing_lamp_illumination_area.png]] 2) Launch flare gizmo}} | + | 3) Launch flare gizmo}} |
− | A disruptor flare pack is worn | + | A disruptor flare pack is worn in the Utility slot. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer. |
− | + | Disruptor flares inflict both a stun and the "Disruptor Flash" hediff on pawns within the {{P|Blast Radius}} tiles of where they land ''when they land''. The hediff applies {{Bad|x90%}} [[Consciousness]] and {{Bad|x80%}} [[Moving]] for 30 seconds, while the stun lasts for {{Ticks|120}}. The magnitude of the Disruptor Flash hediff and the duration of the stun are both directly scaled by [[Psychic Sensitivity]] of the affected pawn i.e. a pawn with 200% Psychic Sensitivity would be stunned for {{Ticks|240}} and would have a [[Consciousness]] multiplier of {{Bad|{{#expr:100 - 10*2}}%}} and a [[Moving]] multiplier of {{Bad|{{#expr:100 - 80*2}}%}}. Pawns cannot be stunned again by flares while they have the Disruptor Flash hediff. | |
− | The flare also | + | The flare also emits [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing. |
+ | |||
+ | The Disruptor Flash effect also reveals invisible pawns, such as the [[sightstealer]] and [[revenant]] or colonists under the effects of the Invisibility Psycast or Revenant Spine invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. '''''The Hediff itself is what prevents invisibility, not the flare's light radius, and the hediff is only inflicted when the flare lands.''''' | ||
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}} | Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}} | ||
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== Analysis == | == Analysis == | ||
{{Stub|section=1|reason=Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC}} | {{Stub|section=1|reason=Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC}} | ||
− | Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing | + | Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. |
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible. | [[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible. |
Latest revision as of 09:41, 5 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Disruptor flare pack
A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.
Base Stats
Apparel
- Clothing For Nudity
- False
- Lifestage
- Adult
- Coverage
- Waist
Ranged Combat
- Mode
- Single-Shot
- Warm-Up
- 60 ticks (1 sec)
- Range
- 22.9 tile(s)
- Accuracy
- -
- Velocity
- 40 (m/s)
- Burst Count
- 1 (per burst)
- Blast Radius
- 7.9
Creation
- Required Research
- Disruptor flares
- Skill Required
- Crafting 4
- Work To Make
- 7,200 ticks (2 mins)
- Work Speed Stat
- General Labor Speed
- defName
- Apparel_DisruptorFlarePack
- Has Quality
- False
- thingCategories
- ApparelUtility
- thingSetMakerTags
- ????
- defaultOutfitTags
- ????
- tradeTags
- ExoticMisc
The disruptor flare pack is a utility item added by the Anomaly DLC which allows the launching of disruptor flares.
Acquisition[edit]
Disruptor flare packs can be crafted at a bioferrite shaper once the disruptor flares research project has been completed. Note that this research requires dark study to unlock. Each requires 1 Component, 30 Bioferrite, 7,200 ticks (2 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.
Summary[edit]
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: 1) Light radius image like File:Standing_lamp_illumination_area.png 2) AoE image in standard style 3) Launch flare gizmo. |
A disruptor flare pack is worn in the Utility slot. Once the wearer is drafted, it can be manually activated by the player to launch a flare to target any tile within the range and within line of sight after a warm-up time of 60 ticks (1 sec). The warmup time before firing the launcher is affected by the Aiming Time stat of the wearer.
Disruptor flares inflict both a stun and the "Disruptor Flash" hediff on pawns within the 7.9 tiles of where they land when they land. The hediff applies ×90% Consciousness and ×80% Moving for 30 seconds, while the stun lasts for 120 ticks (2 secs). The magnitude of the Disruptor Flash hediff and the duration of the stun are both directly scaled by Psychic Sensitivity of the affected pawn i.e. a pawn with 200% Psychic Sensitivity would be stunned for 240 ticks (4 secs) and would have a Consciousness multiplier of 80% and a Moving multiplier of −60%. Pawns cannot be stunned again by flares while they have the Disruptor Flash hediff.
The flare also emits light in a 5-tile radius, sufficient to make a 3.09 radius considered "Lit". The flare on the ground lasts for 14,400 ticks (4 mins) before disappearing.
The Disruptor Flash effect also reveals invisible pawns, such as the sightstealer and revenant or colonists under the effects of the Invisibility Psycast or Revenant Spine invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. The Hediff itself is what prevents invisibility, not the flare's light radius, and the hediff is only inflicted when the flare lands.
Up to six flares can be launched before the launcher must be reloaded at a cost of 5 bioferrite per flare. The process takes 60 ticks (1 sec). The flares can be reloaded individually or all at once.[Verify] The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.[Fact Check]
Like all utility items, a disruptor flare pack is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC. |
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing.
Firefoam pop packs can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards Noctoliths without building a line of torches or lamps towards them, saving a lot of time.
Version history[edit]
- Anomaly DLC Release - Added.