Difference between revisions of "Autobong"
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== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
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[[File:BongKillbox.png|thumb|Basics of how to use Autobong in a Killbox]] | [[File:BongKillbox.png|thumb|Basics of how to use Autobong in a Killbox]] | ||
+ | |||
+ | === Prisoner control === | ||
+ | Given the radius can effect a large number of pawns at once, the autobong can also be used to manage the risks of large prison breaks at the cost of {{Icon small|Smokeleaf leaves||1.66}} per day. Smokeleaf reduces [[consciousness]] and [[moving]]. Moving is one of the factors in the mean time between [[prison break]]s. And since the prisoners are stoned, if they do have a [[mental break]] or try to break out, they are far easier to down and much less dangerous to others. Note however that this sort of extreme measure is typically only necessary and only cost effective when dealing with large numbers of prisoners, such as when employing a bleedbox, when the [[AI Storytellers#Enemy death on downed|Enemy death on downed]] is reduced, or collecting them for [[human resources]]. | ||
{{Building Stats Table}} | {{Building Stats Table}} |
Latest revision as of 21:05, 25 September 2024
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Autobong
An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.
Base Stats
- Type
- Building – Ideology (Buildings)
- HP
- 80
- Flammability
- 0%
- Path Cost
- 42
Fuel
- Usable Item(s)
- Smokeleaf leaves
- Capacity
- 25.0
- Consumption Rate
- 1.66
Building
- Size
- 2 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 20%
- Terrain Affordance
- Light
- Power
- -150 W
- Light Radius
- 7.17
Creation
- Required Research
- Microelectronics
- Work To Make
- 800 ticks (13.33 secs)
- Stuff Tags
- Metallic, Woody
An autobong is a machine added by the Ideology DLC. It creates a smoke cloud with a radius of 5 tiles, and anyone in the cloud will become high on smokeleaf over time.
Acquisition[edit]
Autobongs can be constructed once the microelectronics research project has been completed. Each requires 100 Stuff (Metallic/Woody, 1000 for SMVs), 25 Smokeleaf leaves, 3 Components and 800 ticks (13.33 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.
Once constructed, they cannot be re-installed, they can only be deconstructed.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Tolerance? How is the radius affected by walls? Does it go thru vents like gases? Etc. |
The autobong consumes 1.66 smokeleaf leaves per day as long as it is lit. It can hold up to 25 leaves at a time, for a maximum run time of 15.06 days. Any non-mechanoid pawn inside that cloud will become Stoned on smokeleaf, with severity increasing by 0.005 per second. This smoke cloud does not affect shooting accuracy, unlike blind smoke.
It outputs light in a 10-tile radius, with the nearest 7.175 tiles being above 50% light level and considered lit.
While running, it produces a smoke cloud in a radius of 5 tiles around itself. All open cells that are pathable from the Autobong within a radius of 5 cells are affected. The smoke cannot travel through open doors, nor through vents, but can appear on the other side of very long walls as long as those walls do have one single pathable opening. Roofing is not relevant.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General detail, especially on weaponized autobongs. How should autobongs be set up in a killbox?. |
As a drug[edit]
The autobong causes a smokeleaf high, providing +13 mood for −30% Consciousness, a further −10% Moving (for -40% total), and a few other downsides. Consciousness, in turn, impacts almost everything a colonist can do. The smokeleaf high lasts for the duration they stay in the cloud. And once you leave the cloud, the duration persists for ~5% the length a pawn has stayed in the cloud. This is before considering the effects of drug tolerance. Be careful, as if a pawn with a Consciousness of 30% or below passes through a smoke cloud for an extended period of time, they will die from a lack of consciousness.
The Consciousness and Moving debuffs severely inhibit a colonist's ability to do work. "Therapy bedrooms" can be created by placing an autobong in a room and unhappy pawns can be swapped in and out when needed.
Compared to actual smokeleaf joints, each joint costs 4 Smokeleaf leaves and lasts for up to 12 hours. The autobong consumes 1.66 smokeleaf leaves per day, and lasts for x1.05 the duration you stay in the cloud. It can also affect multiple pawns at once. Therefore, pawns using the autobong for at least 4.7 combined hours per day running is more efficient than actual smokeleaf joints for high duration. Note that joints give a burst of chemical Recreation, which can equate to more mood faster.
Smokeleaf joints have to be made for 450 ticks (7.5 secs), while autobongs just need to be hauled to. In contrast, autobongs are stationary, which can make a single autobong inconvenient.
Autobongs bypass "no drug use" precepts, and thus are useful for keeping guests happy.
As a weapon[edit]
It can be used offensively to provide a consciousness penalty to raiders, providing a modest penalty to their aiming and movement. Care should be taken to put it within range of the entrance while still putting it as far out of harm's way as possible. Be careful not to let your pawns restock it while a raid is in progress. Long hallways can be used so the Autobong can affect enemies while not being easily reachable by those enemies.
Prisoner control[edit]
Given the radius can effect a large number of pawns at once, the autobong can also be used to manage the risks of large prison breaks at the cost of 1.66 per day. Smokeleaf reduces consciousness and moving. Moving is one of the factors in the mean time between prison breaks. And since the prisoners are stoned, if they do have a mental break or try to break out, they are far easier to down and much less dangerous to others. Note however that this sort of extreme measure is typically only necessary and only cost effective when dealing with large numbers of prisoners, such as when employing a bleedbox, when the Enemy death on downed is reduced, or collecting them for human resources.
Stats table
Autobong | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (33.33 secs) | 2,000160 | 0% | 220 |
Gold | 20 | ticks (12 secs) | 72048 | 0% | 10,140 |
Plasteel | 0 | ticks (29.33 secs) | 1,760224 | 0% | 1,040 |
Silver | 6 | ticks (13.33 secs) | 80056 | 0% | 1,140 |
Steel | 0 | ticks (13.33 secs) | 80080 | 0% | 330 |
Uranium | 0 | ticks (25.33 secs) | 1,520200 | 0% | 740 |
Wood | 0 | ticks (9.33 secs) | 56052 | 0% | 260 |
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3200 - Now satisfies smokeleaf dependency. Mechanoids are no longer affected by the smoke cloud.
- 1.4.3580 - Fix: Selecting autobong blueprint causes NullReferenceException.