Difference between revisions of "IED incendiary trap"

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== Summary ==
 
== Summary ==
IEDs are single use traps that may be triggered when a pawn of any kind walks over it.
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{{IED Note}}
* The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|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.  
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When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, dealing 10 [[Flame]] damage in a 3.9-tile radius and potentially igniting [[Flammability|flammable]] pawns, buildings, and flooring in the area. For a full list of effects, see [[Flame]].  
  
When tripped, IED incendiary 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.
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Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.{{Check Tag|Verify|verify this fact}}
 
 
Additionally, when damaged to below 20% of the maximum HP, or (at any HP) when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, the same triggering process will begin.
 
  
 
== Analysis ==
 
== Analysis ==

Revision as of 05:54, 28 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

Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including mechanoids and 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) chance to trigger the trap.[Friendly Mechanoids?]
  • Friendly visitors and their animals, as well as revenantsContent added by the Anomaly DLC and sightstealersContent added by the Anomaly DLC will never trigger a trap.[Invisibility in general?]

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.

Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever 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.
IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP.

When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks (0.25 secs) before exploding, dealing 10 Flame damage in a 3.9-tile radius and potentially igniting flammable pawns, buildings, and flooring in the area. For a full list of effects, see Flame.

Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.[Verify]

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.