Difference between revisions of "Ancient cryptosleep casket"
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| type = Misc | | type = Misc | ||
| type2 = | | type2 = | ||
− | | placeable = | + | | marketvalue = 370 |
− | | rotatable = | + | | placeable = True |
+ | | rotatable = True | ||
| size = 2 ˣ 1 | | size = 2 ˣ 1 | ||
| hp = 250 | | hp = 250 | ||
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The '''cryptosleep casket''' is used to contain a humanoid or animal in a state of suspended animation. | The '''cryptosleep casket''' is used to contain a humanoid or animal in a state of suspended animation. | ||
− | == | + | == Acquisition == |
Can only be found inside [[ancient shrine]]s. They are almost always occupied by [[Ancients]] and guarded by either [[mechanoid]]s or [[insectoids]], however the information panel will only show the contents as 'unknown' without any specification. If any of the caskets in a shrine are disturbed, every one of the caskets will release their occupants which are often, but not always hostile. They will automatically eject their occupants when hit with any type of attack. | Can only be found inside [[ancient shrine]]s. They are almost always occupied by [[Ancients]] and guarded by either [[mechanoid]]s or [[insectoids]], however the information panel will only show the contents as 'unknown' without any specification. If any of the caskets in a shrine are disturbed, every one of the caskets will release their occupants which are often, but not always hostile. They will automatically eject their occupants when hit with any type of attack. | ||
An empty cryptosleep casket may be [[claim]]ed and used by the colony as its own. | An empty cryptosleep casket may be [[claim]]ed and used by the colony as its own. | ||
− | == | + | == Summary == |
− | + | A pawn can enter or be carried into a cryptosleep casket to activate cryptosleep. Inside, the occupants biological functions are suspended; they will not age biologically, and most needs and health conditions like hunger, drug addiction, disease, are suspended. However, social standing and time-sensitive [[mood]] effects do tick down while in cryptosleep. While in a casket, a colony's pawn counts as 100% of their actual wealth, but only count as 30% of a colonist when determining [[raid points]]. This means that pawns ''do'' count for determining raid size, but at a lesser amount. | |
− | + | For colonists, simply select the colonist, right click the casket, and select "Enter ancient cryptosleep casket". Other colonists can drag downed pawns by right clicking the pawn in question. Animals or prisoners can be put into cryptosleep caskets, but they need to be downed first. You can set an operation to apply anesthesia, which requires a unit of medicine. Alternatively, you can use violence, or, if they have a brain implant {{RoyaltyIcon}}, they can also be [[EMP]]ed to cause [[brain shock]] to quickly and cheaply down them. | |
− | + | After waking from cryptosleep, a humanoid will have [[cryptosleep sickness]] for a short time, which reduces consciousness and manipulation and causes vomiting. | |
− | + | In order to exit an ancient cryptosleep casket, another pawn must be directed to open it. If no controllable pawn is available to open a casket, you are unable to do anything until a [[raider]] or another random event happens to destroy it. | |
− | + | When an ancient cryptosleep casket is damaged to less than 20% of its maximum health, it will begin to spark and emit a hissing sound for anywhere between {{ticks|140}} to {{ticks|150}} before exploding, dealing 10 [[Flame]] damage in a 2.66-tile radius and potentially igniting [[Flammability|flammable]] pawns, buildings, and flooring in the area. For a full list of effects, see [[Flame]]. | |
− | |||
− | + | == Analysis== | |
+ | This device can help relieve a colony during a crisis, such as an intense psychic wave or medicine shortage, by safely storing pawns until the problem is resolved. Additionally, pawns addicted to a drug will not progress through withdrawal during stasis, making the casket a handy way of saving the life of a [[Luciferium]]-user, or decrease total demand over time. | ||
− | + | With the use of anesthetic, prisoners can also be stored temporarily to lessen the drain on colony resources while they await [[trade|sale]], [[human resources|harvesting]] or, if the [[Royalty DLC]] is installed, exchanged for [[Title|Honor]]. It is also useful to save enemies/animals for recruitment and taming until an [[Mental_inspiration|inspiration]], particularly - [[thrumbo]]s and enemies with high resistance. | |
− | === | + | Unlike the other two types of cryptosleep casket, ancient caskets do not need to be built. See below for more details. |
− | There are three types of | + | === Comparisons to other caskets === |
+ | There are three types of cryptosleep casket: | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| sortable c_01 text-center}} | {| {{STDT| sortable c_01 text-center}} | ||
! Casket !! Acquisition !! Placement !! Opening !! Resource Cost | ! Casket !! Acquisition !! Placement !! Opening !! Resource Cost | ||
|- | |- | ||
− | | [[Cryptosleep casket]] || Built || Anywhere || Can only be opened by a [[ | + | | [[Cryptosleep casket]] || Built || Anywhere || Can only be opened by a [[Work#Haul|hauler]], using the '[[Orders#Open|Open]]' designator || {{Required Resources|Cryptosleep casket|sep=<nowiki> </nowiki>+|simple=1}} |
|- | |- | ||
| [[Ship cryptosleep casket]] || Built || Must Connect to [[Ship structural beam|Ship Beam]] || Colonist may eject self || {{Required Resources|Ship cryptosleep casket|sep=<nowiki> </nowiki>+|simple=1}}<br>(+{{Required Resources|Ship structural beam|sep=<nowiki> </nowiki>+|simple=1}}<br>per 8 caskets) | | [[Ship cryptosleep casket]] || Built || Must Connect to [[Ship structural beam|Ship Beam]] || Colonist may eject self || {{Required Resources|Ship cryptosleep casket|sep=<nowiki> </nowiki>+|simple=1}}<br>(+{{Required Resources|Ship structural beam|sep=<nowiki> </nowiki>+|simple=1}}<br>per 8 caskets) | ||
|- | |- | ||
− | | [[Ancient cryptosleep casket]] || Found in [[ | + | | [[Ancient cryptosleep casket]] || Found in [[Ancient shrine]]s || Where found || Can only be opened by a [[Work#Haul|hauler]], using the '[[Orders#Open|Open]]' designator || None |
|} | |} | ||
</li><div> | </li><div> | ||
+ | |||
+ | Ancient cryptosleep caskets have the massive advantage of not requiring research or materials. However, you are also required to empty out a potentially dangerous [[ancient shrine]], along with its [[Ancients|current inhabitants]]. Also, ancient cryptosleep caskets cannot be moved. Cryptosleep caskets can be built anywhere, while ship cryptosleep caskets can be built in a more convenient location. | ||
== Version history == | == Version history == | ||
Line 63: | Line 67: | ||
</gallery> | </gallery> | ||
− | == | + | == See also == |
* [[Ship cryptosleep casket]] | * [[Ship cryptosleep casket]] | ||
* [[Cryptosleep casket]] | * [[Cryptosleep casket]] |
Latest revision as of 05:26, 3 December 2023
Ancient cryptosleep casket
This cryptosleep casket looks like it has been here for a very long time. Who knows what it might contain?
Base Stats
- Type
- Misc
- HP
- 250
- Flammability
- 100%
- Rotatable
- True
Building
- Size
- 2 × 1
- Placeable
- True
- Cover Effectiveness
- 50%
Creation
The cryptosleep casket is used to contain a humanoid or animal in a state of suspended animation.
Acquisition[edit]
Can only be found inside ancient shrines. They are almost always occupied by Ancients and guarded by either mechanoids or insectoids, however the information panel will only show the contents as 'unknown' without any specification. If any of the caskets in a shrine are disturbed, every one of the caskets will release their occupants which are often, but not always hostile. They will automatically eject their occupants when hit with any type of attack.
An empty cryptosleep casket may be claimed and used by the colony as its own.
Summary[edit]
A pawn can enter or be carried into a cryptosleep casket to activate cryptosleep. Inside, the occupants biological functions are suspended; they will not age biologically, and most needs and health conditions like hunger, drug addiction, disease, are suspended. However, social standing and time-sensitive mood effects do tick down while in cryptosleep. While in a casket, a colony's pawn counts as 100% of their actual wealth, but only count as 30% of a colonist when determining raid points. This means that pawns do count for determining raid size, but at a lesser amount.
For colonists, simply select the colonist, right click the casket, and select "Enter ancient cryptosleep casket". Other colonists can drag downed pawns by right clicking the pawn in question. Animals or prisoners can be put into cryptosleep caskets, but they need to be downed first. You can set an operation to apply anesthesia, which requires a unit of medicine. Alternatively, you can use violence, or, if they have a brain implant , they can also be EMPed to cause brain shock to quickly and cheaply down them.
After waking from cryptosleep, a humanoid will have cryptosleep sickness for a short time, which reduces consciousness and manipulation and causes vomiting.
In order to exit an ancient cryptosleep casket, another pawn must be directed to open it. If no controllable pawn is available to open a casket, you are unable to do anything until a raider or another random event happens to destroy it.
When an ancient cryptosleep casket is damaged to less than 20% of its maximum health, it will begin to spark and emit a hissing sound for anywhere between 140 ticks (2.33 secs) to 150 ticks (2.5 secs) before exploding, dealing 10 Flame damage in a 2.66-tile radius and potentially igniting flammable pawns, buildings, and flooring in the area. For a full list of effects, see Flame.
Analysis[edit]
This device can help relieve a colony during a crisis, such as an intense psychic wave or medicine shortage, by safely storing pawns until the problem is resolved. Additionally, pawns addicted to a drug will not progress through withdrawal during stasis, making the casket a handy way of saving the life of a Luciferium-user, or decrease total demand over time.
With the use of anesthetic, prisoners can also be stored temporarily to lessen the drain on colony resources while they await sale, harvesting or, if the Royalty DLC is installed, exchanged for Honor. It is also useful to save enemies/animals for recruitment and taming until an inspiration, particularly - thrumbos and enemies with high resistance.
Unlike the other two types of cryptosleep casket, ancient caskets do not need to be built. See below for more details.
Comparisons to other caskets[edit]
There are three types of cryptosleep casket:
Casket | Acquisition | Placement | Opening | Resource Cost |
---|---|---|---|---|
Cryptosleep casket | Built | Anywhere | Can only be opened by a hauler, using the 'Open' designator | 180 + 5 + 4 + 1 |
Ship cryptosleep casket | Built | Must Connect to Ship Beam | Colonist may eject self | 120 + 14 + 3 + 3 (+ 200 + 40 + 3 + 1 per 8 caskets) |
Ancient cryptosleep casket | Found in Ancient shrines | Where found | Can only be opened by a hauler, using the 'Open' designator | None |
Ancient cryptosleep caskets have the massive advantage of not requiring research or materials. However, you are also required to empty out a potentially dangerous ancient shrine, along with its current inhabitants. Also, ancient cryptosleep caskets cannot be moved. Cryptosleep caskets can be built anywhere, while ship cryptosleep caskets can be built in a more convenient location.
Version history[edit]
- 0.8.657 - Ancient cryptosleep shrines now generate on the map.
- 0.9.722 - Cryptosleep sickness added.
- 0.12.906 - ‘Open’ designator added
- Sprite was updated in in A14
- Sprite was updated again at some point.
See also[edit]