Difference between revisions of "Skullspike"

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{{Ideology}}
 
{{Ideology}}
{{stub}}
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{{Stub|reason=Mechanical detail needs verification and expansion - Terror mechanics are poorly documented and [[terror]], [[terror sculpture]], [[gibbet cage]], and [[skullspike]] all need detail. Analysis lacklustre and should go into depth about why slave apparel >> terror. Ensure page is in format that allows for parity with other terror sources so it can be copied over}}
{{infobox main|misc|
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{{infobox main|misc
 
| name = Skullspike
 
| name = Skullspike
| image = Skullspike.png|Skullspike
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| image = Skullspike.png
 
| description = A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.
 
| description = A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.
| type = Miscellaneous
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| type = Building
| type2 =  
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| type2 = Ideology (Buildings)
| placeable = Yes
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| placeable = true
 +
| path cost = 30
 +
| passability = pass through only
 +
| blockswind = true
 +
| cover = 0.5
 +
| minifiable = true
 
| size = 1 ˣ 1
 
| size = 1 ˣ 1
 +
| mass base = 15
 +
| flammability = 0
 
| hp = 150
 
| hp = 150
| flammability =
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| sell price multiplier = 0.7
| cover = 0.5
 
 
| beauty = 0
 
| beauty = 0
 +
| terrain affordance = medium
 +
| thingCategories = BuildingsMisc
 +
| skill 1 = Construction
 +
| skill 1 level = 4
 +
| work to make = 1600
 
| stuff tags = Woody, Metallic
 
| stuff tags = Woody, Metallic
| work to make = 1600
 
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 25
 
| resource 1 amount = 25
 
| resource 2 = Skull
 
| resource 2 = Skull
 
| resource 2 amount = 1
 
| resource 2 amount = 1
| deconstruct yield =
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| terrain requirement = Medium
 
| mass base = 15
 
| thingCategories =
 
 
| page verified for version = 1.3.3069
 
| page verified for version = 1.3.3069
 
}}
 
}}
A '''Skullspike''' is a ? added by the [[Ideology DLC]]. It does something.
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A '''Skullspike''' is a decoration added by the [[Ideology DLC]]. It inflicts [[terror]] on [[slaves]] and gives a mood buff or debuff to other pawns depending on their ideology.
  
Terror source - 25 terror. People with the skullspike precept get a +? mood boost from seeing it.
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== Acquisition ==
==Acquisition==
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{{Acquisition}} They can be created regardless of [[ideoligion]].
?
 
  
==Summary==
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They can also be found in the [[faction base]]s of [[factions]] with the [[Ideoligion#Skullspike|Skullspike: Desired]] precept as part of their ideoligion.
<If necessary>
 
  
==Analysis==
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== Summary ==
?
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==Version History==
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[[File:Skullspike radius.jpg|thumb|left|The radius from which the skullspike is visible to pawns. Any pawn on a steel tile will be able to see the skullspike, and will gain the appropriate moodlet.]]
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{{Stub|section=1|reason=Duration of moodlet? Expansion on terror mechanics / what it actually does.}}
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Skullspikes give a mood buff or malus depending on the [[Ideoligion#Skullspike|Skullspike]] precept, though the [[Masochist]] trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a {{+|1}} moodlet for being within 11 tiles of 1-3 of them, {{+|2}} mood for being near 4-8, and {{+|3}} mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get {{--|1}} to {{--|3}} mood at the same thresholds.
 +
 
 +
Skullspikes project 25% [[terror]] to [[slave]]s in a 4 tile radius. Terror decreases [[suppression]] loss in nearby slaves.
 +
 
 +
Skullspikes will display the name of the pawn from whom the [[skull]] used to construct it was extracted.
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 +
== Analysis ==
 +
Skullspikes are a rather cheap way to get up to {{+|3}} mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them. There is no functional reason to ''not'' have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit.
 +
 
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{{Terror Source Analysis}}
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 +
{{Building Stats Table}}
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 +
== Version history ==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
{{nav|misc|wide}}
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* [[Version/1.3.3101|1.3.3101]] - Can now be walked through.
[[Category:Miscellaneous]]
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* [[Version/1.3.3117|1.3.3117]] - Now displays whose skull is contained inside on their inspect pane. Path cost 0 -> 30.
 +
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.
 +
 
 +
{{Nav|ideology|wide}}
 +
[[Category:Ideology (Buildings)]]

Latest revision as of 07:11, 10 February 2025

Skullspike

Skullspike

A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.

Base Stats

Type
BuildingIdeology (Buildings)
Mass
15 kg
Beauty
0
HP
150
Flammability
0%
Path Cost
30 (30%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Blocks Wind
True
Terrain Affordance
Medium

Creation

Skill Required
Construction 4
Work To Make
1,600 ticks (26.67 secs)
Stuff Tags
Woody, Metallic
Resources to make
Stuff 25 + Skull 1
Deconstruct yield
Stuff 12 - 13 + Skull 0 - 1
Destroy yield
Stuff 6 - 7 + Skull 0 - 1
Technical
thingCategories
BuildingsMisc


A Skullspike is a decoration added by the Ideology DLC. It inflicts terror on slaves and gives a mood buff or debuff to other pawns depending on their ideology.

Acquisition[edit]

Skullspikes can be constructed, each requiring Stuff 25 Stuff (Woody/Metallic, 250 for SVMs), Skull 1 Skull, 1,600 ticks (26.67 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 4. They can be created regardless of ideoligion.

They can also be found in the faction bases of factions with the Skullspike: Desired precept as part of their ideoligion.

Summary[edit]

The radius from which the skullspike is visible to pawns. Any pawn on a steel tile will be able to see the skullspike, and will gain the appropriate moodlet.

Skullspikes give a mood buff or malus depending on the Skullspike precept, though the Masochist trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a +1 moodlet for being within 11 tiles of 1-3 of them, +2 mood for being near 4-8, and +3 mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get −1 to −3 mood at the same thresholds.

Skullspikes project 25% terror to slaves in a 4 tile radius. Terror decreases suppression loss in nearby slaves.

Skullspikes will display the name of the pawn from whom the skull used to construct it was extracted.

Analysis[edit]

Skullspikes are a rather cheap way to get up to +3 mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them. There is no functional reason to not have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit.

Terror versus slave apparel

Terror as a method of slave control has a number of key flaws that make it all but untenable outside of a few, very niche uses. Terror sources are inherently static, the radii of their effects are small, and as soon as slaves leave the area, or fall asleep, suppression begins to decay. Meanwhile, slave apparel - slave collars and body straps, are sufficient to eliminate suppression loss by themselves but have none of these downsides. So long as they are worn and no further apparel that causes further suppression loss is used, slaves can be kept at 100% suppression indefinitely.

The only exceptions are where are other apparel needs interfere with wearing the items. The slave collar is almost unique in its coverage, and has it can be added to almost any outfit, but the slave body strap's use of the outer layer places in direct competition with both insulative and protective options such as the parka, duster, and power armors. Instances where this is true are rare however - flak vests are compatible and offer sufficient protection in most instances, while tribalwear, shadecones, tuques, corsets/formal vests (the penalty of which is also canceled out with both straps and collar), temperature genes,Content added by the Biotech DLC can all improve temperature resistance and make it possible to survive in relatively extreme environments. As such, slave apparel is almost always the preferred method.

Stats table

  • Skullspike Skullspike Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 004,000 ticks (1.11 mins) 300 0% 38 Silver
    Gold Gold 20 001,440 ticks (24 secs) 90 0% 2,510 Silver
    Plasteel Plasteel 0 003,520 ticks (58.67 secs) 420 0% 245 Silver
    Silver Silver 6 001,600 ticks (26.67 secs) 105 0% 260 Silver
    Steel Steel 0 001,600 ticks (26.67 secs) 150 0% 58 Silver
    Uranium Uranium 0 003,040 ticks (50.67 secs) 375 0% 166 Silver
    Wood Wood 0 001,120 ticks (18.67 secs) 98 0% 39 Silver
  • Version history[edit]