Difference between revisions of "IED incendiary trap"

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The '''IED incendiary trap''' detonates in a 3.9-tile radius around it 0.25 seconds after an enemy walks over. It only deals 10 [[Damage types#Flame|Flame damage,]] plus burn damage by flames for a total of 16 - 25 damage (by comparison, IED traps deal 50 dmg). Colonists, friendlies and sane animals are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance).
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The '''IED incendiary trap''' is a trap that sets pawns on [[fire]].
 
 
Its main benefit is that it can set enemies on fire. Those burning will attempt to put their fire out by running around carelessly exposing themselves and will not be able to fight back, and very useful against shielded enemies since the flames can penetrate [[shield belt]]s.
 
 
 
Useful against [[infestation]]s by creating an automatic temperature trap to cook [[insectoids]] alive.  
 
  
 
== Acquisition ==
 
== Acquisition ==
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However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.  
 
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.  
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When tripped, IED traps will start emitting a hissing sound, hinting enemies to run away. When triggered, IED traps will explode after {{ticks|15}}, dealing 10 [[Damage types#Flame|Flame damage]] in a 3.9-tile radius.
  
 
== Analysis ==
 
== Analysis ==
IED incendiary traps can be a highly effective crowd control measure when used in conjuction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers.  
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IED incendiary traps can be a highly effective crowd control measure when used in conjunction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers. Enemies on fire will run around wildly and not attack.
  
 
They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.
 
They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.

Revision as of 09:13, 17 March 2023

IED incendiary trap

IED incendiary trap

A pair of incendiary shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.

Base Stats

Type
BuildingSecurity
Market Value
115 Silver [Note]
Mass
2 kg
Beauty
-4
HP
40
Flammability
100%

Building

Size
1 × 1
Minifiable
True
Placeable
True
Terrain Affordance
Light

Creation

Required Research
Ieds
Skill Required
Construction 3
Work To Make
1,400 ticks (23.33 secs)
Resources to make
Incendiary shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


The IED incendiary trap is a trap that sets pawns on fire.

Acquisition

IED incendiary traps can be constructed once the Ieds research project has been completed. They require Incendiary shell 2 Incendiary shells, 1,400 ticks (23.33 secs) of work, and a Construction skill of 3.

Summary

IEDs are single use traps that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
  • Friendly visitors will never trigger a trap.

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.

When tripped, IED traps will start emitting a hissing sound, hinting enemies to run away. When triggered, IED traps will explode after 15 ticks (0.25 secs), dealing 10 Flame damage in a 3.9-tile radius.

Analysis

IED incendiary traps can be a highly effective crowd control measure when used in conjunction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers. Enemies on fire will run around wildly and not attack.

They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.

Version history

  • 0.11.877 - Added as Incendiary IED Trap
  • 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.