Difference between revisions of "EMI dynamo"

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(added summary and some analysis. More work needed. See Sun blocker for a good model.)
(better summary / analysis split. (Summary) EMI dynamos disable all electric appliances. (Analysis) This is important because it shuts down heaters, coolers, etc.)
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== Summary ==
 
== Summary ==
Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike a solar flare, however, electronics will remain disabled indefinitely until the EMI dynamo is destroyed.  
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Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike the solar flare, the EMI dynamo will last until destroyed. Mechanoid structures are unaffected by EMI dynamos. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel. Buildings which don't require electricity, such as [[butcher table]]s, [[campfire]]s, and [[mortar]]s, still function as usual.
 
 
Workbenches which require electricity to function, such as the [[machining table]] or [[electric stove]], will be inoperable as long as the dynamo is active. [[Heater]]s and [[cooler]]s will be disabled, which can be dangerous in extreme climates, and lead to the loss of food if freezers get too warm. Crops in [[hydroponics basin]]s will quickly die as the basin loses power, and [[sun lamp]]s will remain off. [[Turrets]], with the exception of [[mortar]]s, will also be disabled, potentially leaving a colony short of defenses. [[Pod launcher]]s are unaffected.
 
 
 
Workbenches which only require fuel, or have no operating costs (such as the [[butcher table]]) will be unaffected. [[Campfire]]s and [[passive cooler]]s can be used to maintain some temperature stability. Mortars are unaffected by the dynamo and can still be used.
 
 
 
[[Band node]]s from the [[Biotech DLC]] will also be disabled. [[Mechanitor]]s who rely on band nodes for increased [[bandwidth]] will lose control of mechs that exceed their bandwidth limit. If left uncontrolled for too long, gestated mechs can leave the colony or turn hostile.
 
 
 
Mechanoid structures are unaffected by EMI dynamos.  
 
  
 
When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.
 
When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.
 
 
== Analysis ==
 
== Analysis ==
{{stub|section 1|reason=more analysis and strategies needed}}
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{{For|dealing with mech clusters in general|Mechanoid_cluster#Tactics}}
EMI dynamos are a major nuisance and potentially serious danger. Colonies that rely on electricity will be seriously and immediately affected. If the dynamo cannot immediately be attacked (such as one that spawns on another world tile), ensure the colony's food supply can be maintained. Building a [[fueled stove]] will allow cooks to continue making meals, though wood is required to operate it.
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EMI dynamos are a major nuisance to any colony with electricity, and possibly a serious danger. On a more immediate scale, electric [[heater]]s and [[cooler]]s cease to function, [[hydroponics basin]]s and [[sun lamp]]s will turn off, and [[turret]]s (other than mortars) can no longer defense your colony. No electricity means electric workshops like the [[machining table]] and [[hi-tech research bench]] can't produce items. With the [[Biotech DLC]] in particular, [[band node]]s will shut down; [[mechanitor]]s without enough [[bandwidth]] run the risk of their mechs going feral.
 
 
EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, mortars can be used to destroy it from a distance.  
 
  
EMI dynamos that spawn as part of a world site will oftentimes be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. Destroying the dynamo itself and then fleeing the map tile is a valid strategy.  
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[[Campfire]]s and [[passive cooler]]s can be used to control temperature in extreme [[biome]]s, and insulating [[apparel]] like [[duster]]s and [[parka]]s help a lot. If your colony is reliant on sun lamps, ensure the colony's food supply can be maintained. Building a campfire or [[fueled stove]] will allow cooks to continue making meals, though wood is required to operate it.  
  
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EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, [[mortar]]s can be used to destroy it from a distance. If spawned as a world map event, it will be defended by a  force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. You can destroy the dynamo and then leave through the green border on the world map.
  
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

Revision as of 18:20, 29 January 2023

EMI dynamo

EMI dynamo

A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.

Base Stats

Type
BuildingMechanoid cluster
HP
1500
Flammability
0%

Building

Size
6 × 4
Placeable
False
Passability
impassable
Cover Effectiveness
75%
Blocks Wind
True
Destroy yield
Steel 60 + Component 1 + Plasteel 10 + Steel slag chunk 4

EMI dynamos are mechanoid cluster buildings and quest condition causers added by the Royalty DLC. Similar to a solar flare, they shut down all electronics, affecting a 10 world-tile radius around them. Upon being destroyed, they deal EMP damage in a 10 tile radius.

Summary

Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike the solar flare, the EMI dynamo will last until destroyed. Mechanoid structures are unaffected by EMI dynamos. Wood-fired generators and chemfuel generators will still burn fuel. Buildings which don't require electricity, such as butcher tables, campfires, and mortars, still function as usual.

When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.

Analysis

EMI dynamos are a major nuisance to any colony with electricity, and possibly a serious danger. On a more immediate scale, electric heaters and coolers cease to function, hydroponics basins and sun lamps will turn off, and turrets (other than mortars) can no longer defense your colony. No electricity means electric workshops like the machining table and hi-tech research bench can't produce items. With the Biotech DLC in particular, band nodes will shut down; mechanitors without enough bandwidth run the risk of their mechs going feral.

Campfires and passive coolers can be used to control temperature in extreme biomes, and insulating apparel like dusters and parkas help a lot. If your colony is reliant on sun lamps, ensure the colony's food supply can be maintained. Building a campfire or fueled stove will allow cooks to continue making meals, though wood is required to operate it.

EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, mortars can be used to destroy it from a distance. If spawned as a world map event, it will be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. You can destroy the dynamo and then leave through the green border on the world map.