Difference between revisions of "Cover"

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Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall|Walls]], the [[Saguaro_cactus|Saguaro cactus]], and even [[animals]].<br/>
+
'''Cover''' can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Chunk]]s, [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/>
 
<br/>
 
<br/>
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else.<br/>
+
 
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.
+
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/>
'''Natural cover''' is anything that can protect you on a newly generated map. '''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.
+
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/>
 +
'''Natural cover''' is anything that can protect you on a newly generated map.<br/>
 +
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.
 +
 
 +
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides.
 +
 
 +
[[File:Cover Angle.png|thumb|right|Cover effectiveness on tiles at each angle: enemies firing from green tiles faces 75% cover effectiveness, from yellow tiles is 60%, from orange tiles is 45%, from red tiles is 30%, from purple tiles is 25% or less, and from black tiles faces no cover. The cover against enemies on tiles with orange stripes is reduced by a third, down to 40% or 50%]]
 +
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:
 +
*'''a < 15°''' = 100% effectiveness
 +
*'''15° < a < 27°''' = 80% effectiveness
 +
*'''27° < a < 40°''' = 60% effectiveness
 +
*'''40° < a < 52°''' = 40% effectiveness
 +
*'''52° < a < 65°''' = 20% effectiveness
 +
*'''a > 65°''' = 0% effectiveness
 +
 
 +
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.
 +
 
 +
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.
  
 
{| {{STDT| sortable c_12 text-left}}
 
{| {{STDT| sortable c_12 text-left}}
!Contents: !! High Cover !! Low Cover !! other/unknown
+
! Contents: !! High Cover !! Low Cover !! other/unknown
 
|-
 
|-
 
! Artificial Cover
 
! Artificial Cover
| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]
+
|
| * [[Cover#Sandbags|Sand Bags]]
+
* [[Cover#Door|Door]]
| * [[Cover#Buildings|Buildings]]
+
* [[Cover#Walls|Walls]]
 +
|  
 +
* [[Cover#Sandbags|Sand Bags]]
 +
|  
 +
* [[Cover#Buildings|Buildings]]
 
|-
 
|-
 
! Natural Cover
 
! Natural Cover
| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]
+
|  
| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]
+
* [[Cover#Mountain walls|Mountain walls]]
| * [[Cover#Animals|Animals]]<br/>* [[Cover#Darkness|Darkness]]
+
* [[Cover#Saguaro cactus|Saguaro cactus]]
 +
|
 +
* [[Cover#Rubble|Rubble]]  
 +
* [[Cover#Bushes|Bushes]]
 +
|  
 +
* [[Cover#Animals|Animals]]
 
|}
 
|}
  
See: [[Cover List|complete list of objects that provide cover]]
+
[[File:Cover percent.png|thumb|The use of walls to block vulnerable angles of the sniper on the sterile tile: When shot by enemy on red cells, the effectiveness is 72% or lower. The effectiveness against green cells is 78 or 79%, against yellow cells is 75%. Enemies on gray cells cannot hit the sniper.]]
  
==Natural cover==
+
== Natural cover ==
 
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.
 
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.
  
===[[Mountain walls]]===
+
=== Walls ===
[[Mountains]] are a brown rock structure that you can mine into.
+
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.
The corners of the mountains are effective cover if the raiders come from the right angle. If they come from the wrong angle, though, they can easily become a [[Death_trap|death trap]].
+
Pawns using walls as cover will fire from behind the corner of the wall.
  
Mountain walls provide 75% cover.
+
Walls provide up to 75% cover, but is heavily affected by direction.
  
=== [[Rubble]] ===
+
=== Chunks ===
[[Rubble]], in the form of rock chunks and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it as a last resort only.
+
[[Chunk]]s provide 50% cover.
  
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br/>
+
They are littered all over the map, in the form of [[stone chunk|stone]] or [[steel slag chunk]]s. They will be used by attackers to gain an advantage over you.<br>
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)
+
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.
* Designate the desired amount of rubble to be hauled.
 
* Wait for the rubble to be hauled.
 
* Place Colonists behind the wall for cover during a firefight.
 
  
Rubble provides 40% cover.
+
Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:
 +
* Create a [[dumping stockpile zone]] in the desired shape (typically 1 square wide).
 +
* The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.
 +
* Select chunks on the map using the "Haul things" option in the "Orders" tab of the [[Architect]] menu.
 +
* Wait for them to be hauled.
 +
* Place Colonists behind this line for cover during a firefight.
  
===[[Bush|Bushes]]===
+
=== Bushes ===
Bushes provide 25% cover. In general, you'll want to avoid these -- especially as they can catch fire very easily. In a nighttime fight, burning cover will illuminate anyone standing behind it, painting them as targets for follow-up shots.
+
Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.
  
===[[Saguaro_cactus|Saguaro cactus]]===
+
=== Trees ===
It's a large tree-like cactus with 2 branches. [[Saguaro_cactus|See this page for a picture.]]
+
Trees provide 25% cover.
  
===[[Animals]]===
+
=== Saguaro cactus ===
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade by being hit instead of your colonists. Larger animals (eg. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.
+
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.
  
===[[Darkness]]===
+
=== Animals ===
Darkness will not stop bullets (obviously), but it will increase the miss chance of anyone shooting at a target in darkness. When in a firefight, it helps to keep your colonists in the darkness while your enemies are in lighted areas. A good way to use darkness is to build [[Defence_Tactics|bunker systems]] to provide your colonists with walled cover, plus a roof over their heads to keep out stormy weather and unwanted sunlight.
+
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.
  
Darkness provides 15% cover.
+
=== Pawns ===
 +
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.
  
==Artificial cover==
+
== Artificial cover ==
Artificial cover is anything that you can build. (In a sense, [[rock rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)
+
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)
  
=== [[Sandbag|Sandbags]] ===
+
=== Sandbags and barricades ===
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire -- great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.
+
[[Sandbags]] and [[barricade]]s are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.
  
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 [[tile]] gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...
+
Sandbags and barricades both provide {{%|{{Q|Barricade|Cover Effectiveness}}}} cover. Barricades differ from Sandbags in that they are made from solid materials such as [[stone]], [[wood]] and [[metals]], while sandbags use [[textiles]]. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover.
  
Sandbags provide 65% cover.
+
=== Walls ===
 +
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.
  
=== [[Wall|Walls]] ===
+
=== Door ===
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Three wall blocks placed diagonally make a great sniper nest.
+
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.
Natural walls work in the same way, and will almost always have more durability than any artificial wall.
 
  
===[[Door]]===
+
=== Buildings ===
A door can be used as a high cover if it stands alone so a colonist can lean around it.
 
 
 
===[[Buildings]]===
 
 
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.
 
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.
  
 
* [[Battery]]
 
* [[Battery]]
* [[Nutrient_paste_dispenser|Nutrient paste dispenser]]
+
* [[Nutrient paste dispenser]]
* [[Geothermal_generator|Geothermal generator]]
+
* [[Geothermal generator]]
* [[Comms_console|Comms console]]
+
* [[Comms console]]
* [[Solar_generator|Solar generator]]
+
* [[Solar generator]]
* [[Auto-turret]] ('''will explode''' in a 3 tile radius if too damaged!)
+
* [[Wind turbine]]
* [[Research_bench|Research bench]]
+
* [[Mini-turret]] ('''will explode''' in a 3 tile radius if too damaged!)
* [[Plant_pot|Plant pot]] (needs confirmation)
+
* [[Research bench]]
* [[Hydroponics_table|Hydroponics table]] (needs confirmation)
+
* [[Hydroponics basin]]
* [[Stool]] (needs confirmation)
+
* [[Stool]]
* [[Equipment_rack|Equipment rack]] (needs confirmation)
+
* [[Dining chair]]
* [[Bed]] (needs confirmation, questionable cover)
+
* [[Table]]
* [[Sun_lamp|Sun lamp]] (needs confirmation, questionable cover)
+
* [[Shelf]]
* [[Standing_lamp|Standing lamp]] (needs confirmation, questionable cover)
+
* [[Bed]]
 +
* [[Plant pot]] (low cover)
 +
* [[Torch lamp]] (low cover)
 +
* [[Sun lamp]] (low cover)
 +
* [[Standing lamp]] (low cover)
 +
 
 +
== Not cover ==
 +
The following things ''do not'' provide cover.
 +
 
 +
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)
 +
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)
 +
* minified items
 +
* power conduit; power switch
 +
* graves
 +
* dead bodies
 +
* spots (i.e. sleeping spot, crafting spot)
  
==[[Not Cover]]==
+
== Full list ==
To minimize confusion, see this page: '''[[Not Cover]]''', for things that don't work as cover and you should stay away from during a fire fight.
+
The following expandable table lists all objects that provide cover, sorted by cover effectiveness, then name.
 +
<div class="mw-collapsible mw-collapsed" style="width:4.5%">
 +
<div class="mw-collapsible-content" style="width:7000%">
  
[[Category:Gameplay]]
+
{| {{STDT| sortable c_01 text-center}}
 +
! Name !! Cover effectiveness !! Hit points
 +
|-
 +
{{#ask: [[Cover Effectiveness::>>0]]
 +
| ?Cover Effectiveness
 +
| ?Max Hit Points Base
 +
| limit = 500
 +
| sort = Cover Effectiveness, Name
 +
| order = desc, asc
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
}}
 +
|}
 +
</div></div>
 +
[[Category:Game mechanics]]

Latest revision as of 07:22, 20 November 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: Chunks, Sandbags, Walls, the Saguaro cactus, and even animals.

High cover consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.
Low cover consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.
Natural cover is anything that can protect you on a newly generated map.
Artificial cover is anything you build; even debris that you move could potentially count as artificial cover.

Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides.

Cover effectiveness on tiles at each angle: enemies firing from green tiles faces 75% cover effectiveness, from yellow tiles is 60%, from orange tiles is 45%, from red tiles is 30%, from purple tiles is 25% or less, and from black tiles faces no cover. The cover against enemies on tiles with orange stripes is reduced by a third, down to 40% or 50%

Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:

  • a < 15° = 100% effectiveness
  • 15° < a < 27° = 80% effectiveness
  • 27° < a < 40° = 60% effectiveness
  • 40° < a < 52° = 40% effectiveness
  • 52° < a < 65° = 20% effectiveness
  • a > 65° = 0% effectiveness

Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.

Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.

Contents: High Cover Low Cover other/unknown
Artificial Cover
Natural Cover
The use of walls to block vulnerable angles of the sniper on the sterile tile: When shot by enemy on red cells, the effectiveness is 72% or lower. The effectiveness against green cells is 78 or 79%, against yellow cells is 75%. Enemies on gray cells cannot hit the sniper.

Natural cover[edit]

Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.

Walls[edit]

Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover. Pawns using walls as cover will fire from behind the corner of the wall.

Walls provide up to 75% cover, but is heavily affected by direction.

Chunks[edit]

Chunks provide 50% cover.

They are littered all over the map, in the form of stone or steel slag chunks. They will be used by attackers to gain an advantage over you.
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.

Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:

  • Create a dumping stockpile zone in the desired shape (typically 1 square wide).
  • The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.
  • Select chunks on the map using the "Haul things" option in the "Orders" tab of the Architect menu.
  • Wait for them to be hauled.
  • Place Colonists behind this line for cover during a firefight.

Bushes[edit]

Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.

Trees[edit]

Trees provide 25% cover.

Saguaro cactus[edit]

A saguaro cactus is a large tree-like cactus with 2 branches. They provide 35% cover.

Animals[edit]

A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. Muffalo) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.

Pawns[edit]

Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.

Artificial cover[edit]

Artificial cover is anything that you can build. (In a sense, rubble could be counted as artificial cover after you have moved it, and are using it as cover.)

Sandbags and barricades[edit]

Sandbags and barricades are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire — great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.

Sandbags and barricades both provide 55% cover. Barricades differ from Sandbags in that they are made from solid materials such as stone, wood and metals, while sandbags use textiles. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover.

Walls[edit]

Walls can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.

Door[edit]

A door can be used as a high cover if it stands alone so a colonist can lean around it.

Buildings[edit]

Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.

Not cover[edit]

The following things do not provide cover.

  • resources and items that can be picked up (i.e. steel, wood logs, stone blocks)
  • plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)
  • minified items
  • power conduit; power switch
  • graves
  • dead bodies
  • spots (i.e. sleeping spot, crafting spot)

Full list[edit]

The following expandable table lists all objects that provide cover, sorted by cover effectiveness, then name.

Name Cover effectiveness Hit points
Ancient container Content added by the Ideology DLC 0.75 500
Animal flap 0.75 20
Autodoor 0.75 160
Bioferrite generator Content added by the Anomaly DLC 0.75 400
Bioferrite harvester Content added by the Anomaly DLC 0.75 200
Chemfuel powered generator 0.75 300
Climate adjuster Content added by the Royalty DLC 0.75 1,500
Collapsed rocks 0.75 500
Compacted machinery 0.75 2,000
Compacted plasteel 0.75 8,000
Compacted steel 0.75 1,500
Cooler 0.75 100
Corrupted obelisk Content added by the Anomaly DLC 0.75 3,000
Crashed mechanitor ship Content added by the Biotech DLC 0.75 200
Door 0.75 160
EMI dynamo Content added by the Royalty DLC 0.75 1,500
Electric crematorium 0.75 300
Electric inhibitor Content added by the Anomaly DLC 0.75 100
Electroharvester Content added by the Anomaly DLC 0.75 250
Fence gate 0.75 20
Fleshmass spitter Content added by the Anomaly DLC 0.75 300
Geothermal generator 0.75 500
Gold ore 0.75 1,500
Granite 0.75 900
Infinite chemreactor 0.75 200
Jade 0.75 1,500
Limestone 0.75 700
Marble 0.75 450
Mech assembler Content added by the Royalty DLC 0.75 260
Mech booster Content added by the Biotech DLC 0.75 150
Mech capsule Content added by the Royalty DLC 0.75 180
Mech high-shield Content added by the Royalty DLC 0.75 200
Mech low-shield Content added by the Royalty DLC 0.75 200
Mech node Content added by the Royalty DLC 0.75 50
Noctolith Content added by the Anomaly DLC 0.75 1,000
Nutrient paste dispenser 0.75 350
Ornate door 0.75 250
Pod launcher 0.75 200
Psychic droner Content added by the Royalty DLC 0.75 1,500
Psychic suppressor Content added by the Royalty DLC 0.75 1,500
Sandstone 0.75 400
Security door Content added by the Anomaly DLC 0.75 800
Sensor cluster 0.75 100
Ship computer core 0.75 150
Ship engine 0.75 400
Ship reactor 0.75 500
Ship structural beam 0.75 400
Silver ore 0.75 1,500
Slate 0.75 500
Smoke spewer Content added by the Royalty DLC 0.75 1,500
Smoothed granite 0.75 900
Smoothed limestone 0.75 700
Smoothed marble 0.75 450
Smoothed sandstone 0.75 400
Smoothed slate 0.75 500
Spacedrone Content added by the Ideology DLCContent added by the Biotech DLC 0.75 1,000
Sun blocker Content added by the Royalty DLC 0.75 1,500
Toxic spewer Content added by the Royalty DLC 0.75 1,500
Toxifier generator Content added by the Biotech DLC 0.75 300
Twisted obelisk Content added by the Anomaly DLC 0.75 3,000
Uranium ore 0.75 4,000
Vent 0.75 100
Void monolith Content added by the Anomaly DLC 0.75
Wall 0.75 300
Warped obelisk Content added by the Anomaly DLC 0.75 3,000
Watermill generator 0.75 400
Weather controller Content added by the Royalty DLC 0.75 1,500
Wood-fired generator 0.75 300
Ancient fence Content added by the Ideology DLC 0.55 50
Barricade 0.55 300
Sandbags 0.55 300
Ancient ATM Content added by the Ideology DLC 0.5 200
Ancient air conditioner Content added by the Ideology DLC 0.5 200
Ancient band node Content added by the Biotech DLC 0.5 500
Ancient basic recharger Content added by the Biotech DLC 0.5 500
Ancient car Content added by the Ideology DLC 0.5 600
Ancient car frame Content added by the Ideology DLC 0.5 350
Ancient comms console Content added by the Ideology DLC 0.5 250
Ancient concrete barrier 0.5 500
Ancient cryptosleep casket 0.5 250
Ancient cryptosleep pod Content added by the Ideology DLC 0.5 200
Ancient display bank Content added by the Ideology DLC 0.5 250
Ancient dropship Content added by the Ideology DLC 0.5 4,000
Ancient dropship engine Content added by the Ideology DLC 0.5 2,000
Ancient engine block Content added by the Ideology DLC 0.5 350
Ancient equipment blocks Content added by the Ideology DLC 0.5 200
Ancient exostrider cannon Content added by the Biotech DLC 0.5 2,000
Ancient exostrider head Content added by the Biotech DLC 0.5 1,500
Ancient exostrider leg Content added by the Biotech DLC 0.5 1,000
Ancient exostrider midsection Content added by the Biotech DLC 0.5 3,000
Ancient generator Content added by the Ideology DLC 0.5 250
Ancient giant wheel Content added by the Ideology DLC 0.5 300
Ancient hydrant Content added by the Ideology DLC 0.5 200
Ancient jet engine Content added by the Ideology DLC 0.5 2,000
Ancient kitchen sink Content added by the Ideology DLC 0.5 200
Ancient large crate Content added by the Ideology DLC 0.5 220
Ancient large mech gestator Content added by the Biotech DLC 0.5 1,000
Ancient locker bank Content added by the Ideology DLC 0.5 200
Ancient long crate Content added by the Ideology DLC 0.5 180
Ancient machine Content added by the Ideology DLC 0.5 300
Ancient macro-engine block Content added by the Ideology DLC 0.5 600
Ancient mech gestator Content added by the Biotech DLC 0.5 500
Ancient microwave Content added by the Ideology DLC 0.5 200
Ancient oven Content added by the Ideology DLC 0.5 200
Ancient pipeline section Content added by the Ideology DLC 0.5 400
Ancient pipes Content added by the Ideology DLC 0.5 50
Ancient pod car Content added by the Ideology DLC 0.5 600
Ancient postbox Content added by the Ideology DLC 0.5 200
Ancient refrigerator Content added by the Ideology DLC 0.5 200
Ancient ruined APC Content added by the Ideology DLC 0.5 2,000
Ancient ruined tank Content added by the Ideology DLC 0.5 2,000
Ancient security turret Content added by the Ideology DLC 0.5 100
Ancient shopping cart Content added by the Ideology DLC 0.5 150
Ancient small crate Content added by the Ideology DLC 0.5 150
Ancient standard recharger Content added by the Biotech DLC 0.5 500
Ancient storage cylinder Content added by the Ideology DLC 0.5 250
Ancient stove Content added by the Ideology DLC 0.5 200
Ancient tank trap Content added by the Ideology DLC 0.5 500
Ancient toilet Content added by the Ideology DLC 0.5 200
Ancient toxifier generator Content added by the Biotech DLC 0.5 450
Ancient troop carrier Content added by the Ideology DLC 0.5 1,800
Ancient truck Content added by the Ideology DLC 0.5 600
Ancient vending machine Content added by the Ideology DLC 0.5 250
Ancient warspider remains Content added by the Ideology DLC 0.5 4,000
Ancient warsprinter remains Content added by the Ideology DLC 0.5 1,800
Ancient warwalker claw Content added by the Ideology DLC 0.5 2,000
Ancient warwalker foot Content added by the Ideology DLC 0.5 600
Ancient warwalker leg Content added by the Ideology DLC 0.5 2,000
Ancient warwalker shell Content added by the Ideology DLC 0.5 2,000
Ancient warwalker torso Content added by the Ideology DLC 0.5 4,000
Ancient washing machine Content added by the Ideology DLC 0.5 200
Ancient wheel Content added by the Ideology DLC 0.5 150
Art bench 0.5 180
Auto charge turret Content added by the Royalty DLC 0.5 180
Auto inferno turret Content added by the Royalty DLC 0.5 180
Autocannon turret 0.5 380
Bioferrite shaper Content added by the Anomaly DLC 0.5 180
Biofuel refinery 0.5 200
Biosculpter pod Content added by the Ideology DLC 0.5 250
Brewery 0.5 180
Butcher table 0.5 180
Comms console 0.5 250
Cryptosleep casket 0.5 250
Deep drill 0.5 300
Defoliator Content added by the Royalty DLC 0.5 400
Drug lab 0.5 120
Dryad cocoon Content added by the Ideology DLC 0.5 150
Electric smelter 0.5 180
Electric smithy 0.5 180
Electric stove 0.5 180
Electric tailor bench 0.5 180
Fabrication bench 0.5 300
Fueled smithy 0.5 180
Fueled stove 0.5 180
Gaumaker pod Content added by the Ideology DLC 0.5 150
Gibbet cage Content added by the Ideology DLC 0.5 150
Grand altar Content added by the Ideology DLC 0.5 350
Grand sculpture 0.5 300
Grand stele 0.5 400
Growth vat Content added by the Biotech DLC 0.5 500
Hand tailor bench 0.5 180
Hi-tech research bench 0.5 250
Hive 0.5 130
Hopper 0.5 100
Large altar Content added by the Ideology DLC 0.5 250
Large mech gestator Content added by the Biotech DLC 0.5 350
Large sculpture 0.5 150
Large stele 0.5 200
Machining table 0.5 180
Mech gestator Content added by the Biotech DLC 0.5 250
Mechanoid slag chunk 0.5 300
Medium altar Content added by the Ideology DLC 0.5 150
Megascarab cocoon Content added by the Biotech DLC 0.5 150
Megaspider cocoon Content added by the Biotech DLC 0.5 150
Multi-analyzer 0.5 200
Sarcophagus 0.5 250
School desk Content added by the Biotech DLC 0.5 75
Security crate Content added by the Ideology DLC 0.5 400
Serum lab Content added by the Anomaly DLC 0.5 180
Shard inhibitor Content added by the Anomaly DLC 0.5 100
Ship chunk 0.5 300
Ship cryptosleep casket 0.5 200
Simple research bench 0.5 250
Skullspike Content added by the Ideology DLC 0.5 150
Small altar Content added by the Ideology DLC 0.5 50
Solar generator 0.5 300
Spelopede cocoon Content added by the Biotech DLC 0.5 150
Stasis Cocoon Content added by the Biotech DLC 0.5 150
Steel slag chunk 0.5 300
Stone chunk 0.5 300
Stonecutter's table 0.5 180
Styling station Content added by the Ideology DLC 0.5 120
Terror sculpture Content added by the Ideology DLC 0.5 150
Tool cabinet 0.5 100
Transport pod 0.5 250
Uranium slug turret 0.5 380
Wastepack atomizer Content added by the Biotech DLC 0.5 500
Wind turbine 0.5 150
Fermenting barrel 0.45 100
Ancient bed Content added by the Ideology DLC 0.4 140
Ancient system rack Content added by the Ideology DLC 0.4 250
Armchair 0.4 120
Auto mortar Content added by the Royalty DLC 0.4 260
Band node Content added by the Biotech DLC 0.4 150
Battery 0.4 100
Bed 0.4 140
Billiards table 0.4 250
Bookcase 0.4 100
Chess table 0.4 100
Couch 0.4 160
Deathrest accelerator Content added by the Biotech DLC 0.4 200
Deathrest casket Content added by the Biotech DLC 0.4 200
Double bed 0.4 200
Drape Content added by the Royalty DLC 0.4 100
Dresser 0.4 120
End table 0.4 75
Foam turret 0.4 100
Glucosoid pump Content added by the Biotech DLC 0.4 200
Grand meditation throne Content added by the Royalty DLC 0.4 350
Ground-penetrating scanner 0.4 200
Heater 0.4 100
Hemogen amplifier Content added by the Biotech DLC 0.4 200
Hemopump Content added by the Biotech DLC 0.4 200
Hermetic crate Content added by the Ideology DLC 0.4 250
Holding platform Content added by the Anomaly DLC 0.4 500
Hospital bed 0.4 150
Long-range mineral scanner 0.4 250
Meditation throne Content added by the Royalty DLC 0.4 150
Mini-slugger turret Content added by the Royalty DLC 0.4 100
Mini-turret 0.4 100
Mortar 0.4 180
Passive cooler 0.4 80
Poker table 0.4 250
Psychofluid pump Content added by the Biotech DLC 0.4 200
Reliquary Content added by the Ideology DLC 0.4 350
Rocketswarm launcher 0.4 200
Royal bed 0.4 200
Shelf 0.4 100
Sleep suppressor Content added by the Anomaly DLC 0.4 200
Small bookcase 0.4 50
Small shelf 0.4 50
Table (1x2) 0.4 75
Table (2x2) 0.4 100
Table (2x4) 0.4 150
Table (3x3) 0.4 175
Tactical turret Content added by the Anomaly DLC 0.4 100
Timbershroom Content added by the Ideology DLC 0.4 200
Tube television 0.4 100
Urn 0.4 40
Vanometric power cell 0.4 200
Ancient mega-cannon platform Content added by the Ideology DLC 0.35 1,200
Dining chair 0.35 100
Drum Content added by the Ideology DLC 0.35 100
Flatscreen television 0.35 80
Lectern Content added by the Ideology DLC 0.35 100
Lightball Content added by the Ideology DLC 0.35 100
Loudspeaker Content added by the Ideology DLC 0.35 100
Megascreen television 0.35 85
Pew Content added by the Ideology DLC 0.35 100
Saguaro cactus 0.35 130
Small sculpture 0.35 90
Snowman 0.35 50
Unstable power cell Content added by the Royalty DLC 0.35 200
Void sculpture Content added by the Anomaly DLC 0.35 90
Ancient barrel Content added by the Ideology DLC 0.3 100
Ancient crate Content added by the Ideology DLC 0.3 100
Ancient nav beacon Content added by the Ideology DLC 0.3 50
Ancient operating table Content added by the Ideology DLC 0.3 140
Ancient unstable fuel node Content added by the Ideology DLC 0.3 50
Egg box 0.3 50
Firefoam popper 0.3 50
Fleshbulb Content added by the Anomaly DLC 0.3 35
Hydroponics basin 0.3 180
Mechband antenna Content added by the Biotech DLC 0.3 80
Mechband dish Content added by the Biotech DLC 0.3 150
Slab bed Content added by the Ideology DLC 0.3 140
Slab double bed Content added by the Ideology DLC 0.3 200
Subcore encoder Content added by the Biotech DLC 0.3 200
Subcore ripscanner Content added by the Biotech DLC 0.3 250
Subcore softscanner Content added by the Biotech DLC 0.3 250
Toy box Content added by the Biotech DLC 0.3 50
Ancient lamppost 0.25 300
Ancient mechanoid shell Content added by the Ideology DLC 0.25 150
Anima tree Content added by the Royalty DLC 0.25 400
Bamboo tree 0.25 200
Birch tree 0.25 200
Cecropia tree 0.25 200
Cocoa tree 0.25 200
Column 0.25 160
Count-down activator Content added by the Royalty DLC 0.25 100
Cypress tree 0.25 200
Drago tree 0.25 200
Fence 0.25 40
Gauranlen tree Content added by the Ideology DLC 0.25 300
Harbinger tree Content added by the Anomaly DLC 0.25 230
Maple tree 0.25 200
Mech drop beacon Content added by the Royalty DLC 0.25 100
Neural supercharger Content added by the Ideology DLC 0.25 100
Oak tree 0.25 200
Palm tree 0.25 200
Pebble cactus Content added by the Biotech DLC 0.25 200
Pine tree 0.25 200
Poplar tree 0.25 200
Proximity activator Content added by the Royalty DLC 0.25 100
Proximity detector Content added by the Anomaly DLC 0.25 100
Teak tree 0.25 200
Willow tree 0.25 200
Agave 0.2 120
Alocasia 0.2 120
Ancient enemy terminal Content added by the Ideology DLC 0.2 200
Ancient lamp Content added by the Ideology DLC 0.2 50
Ancient terminal Content added by the Ideology DLC 0.2 200
Autobong Content added by the Ideology DLC 0.2 80
Berry bush 0.2 120
Bonsai pot Content added by the Ideology DLC 0.2 80
Burned stump 0.2 100
Bush 0.2 120
Campfire 0.2 80
Chopped stump 0.2 100
Clivia 0.2 120
Flood light 0.2 120
Game-of-Ur board 0.2 90
Giant rafflesia 0.2 120
Glow pod 0.2 50
Plant pot 0.2 75
Psychic emanator 0.2 100
Sleep accelerator Content added by the Ideology DLC 0.2 100
Smashed stump 0.2 100
Standing lamp 0.2 50
Stool 0.2 75
Sun lamp 0.2 50
Vitals monitor 0.2 100
Wall lamp 0.2 35
Ancient mech drop beacon Content added by the Ideology DLC 0.15 50
Ancient mega-cannon barrel Content added by the Ideology DLC 0.15 900
Animal bed 0.15 140
Animal sleeping box 0.15 75
Blood torch Content added by the Biotech DLC 0.15 75
Brazier Content added by the Royalty DLC 0.15 80
Darklight brazier Content added by the Royalty DLCContent added by the Ideology DLC 0.15 80
Darktorch Content added by the Ideology DLC 0.15 75
Fungus darktorch Content added by the Ideology DLC 0.15 75
Moisture pump 0.15 50
Orbital trade beacon 0.15 75
Pen marker 0.15 100
Shard beacon Content added by the Anomaly DLC 0.15 100
Ship landing beacon Content added by the Royalty DLC 0.15 75
Telescope 0.15 75
Torch lamp 0.15 75
Wall torch lamp 0.15 50
Ancient razor wire Content added by the Ideology DLC 0.1 30
Kneel pillow Content added by the Ideology DLC 0.05 20
Kneel sheet Content added by the Ideology DLC 0.05 40
Bonsai tree Content added by the Ideology DLC 0.01 85