Difference between revisions of "Proximity detector"
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{{Anomaly}} | {{Anomaly}} | ||
{{Stub|reason=General}} | {{Stub|reason=General}} | ||
+ | {{Image Wanted|reason=Detection image}} | ||
{{Infobox main|building | {{Infobox main|building | ||
| name = Proximity detector | | name = Proximity detector | ||
+ | | image = ProximityDetector.png | ||
| description = A scanner capable of detecting invisible creatures. The device raises an alarm when it detects the presence of psychically invisible biosignatures within its radius. | | description = A scanner capable of detecting invisible creatures. The device raises an alarm when it detects the presence of psychically invisible biosignatures within its radius. | ||
− | | | + | | type = Building |
+ | | type2 = Anomaly (Buildings) | ||
+ | |||
+ | | placeable = true | ||
+ | | path cost = 14 | ||
+ | | passability = pass through only | ||
+ | | rotatable = false | ||
+ | | cover = 0.25 | ||
+ | | minifiable = true | ||
+ | | size = 1 ˣ 1 | ||
+ | | mass base = 20 | ||
+ | | flammability = 0.7 | ||
+ | | hp = 100 | ||
+ | | sell price multiplier = 0.7 | ||
+ | | power = -75 | ||
+ | | glowradius = 4.9 | ||
+ | | glowcolor = (200, 0, 0) | ||
+ | | terrain affordance = light | ||
+ | | research = Proximity detector | ||
+ | | thingCategories = BuildingsMisc | ||
+ | | work to make = 6000 | ||
+ | | resource 1 = Bioferrite | ||
+ | | resource 1 amount = 15 | ||
+ | | resource 2 = Component | ||
+ | | resource 2 amount = 1 | ||
+ | | buildingTags = Anomaly | ||
}} | }} | ||
+ | The [[proximity detector]] is a [[building]] added by the [[Anomaly DLC]] that aids in the detection of invisible creatures. | ||
+ | |||
+ | == Acquisition == | ||
+ | {{Acquisition}} | ||
− | + | Additionally, when starting a game with the [[Scenario system#Anomaly|Anomaly]] start you will have one proximity detector by default, but lack the ability to make more. | |
− | |||
− | |||
− | |||
== Summary == | == Summary == | ||
The proximity detector provides an easy way to tell if a sightstealer, [[revenant]], or any other invisible creature is in the surrounding area. However it will not tell you where it is, reveal the creature, or tell you how many creatures there are. | The proximity detector provides an easy way to tell if a sightstealer, [[revenant]], or any other invisible creature is in the surrounding area. However it will not tell you where it is, reveal the creature, or tell you how many creatures there are. |
Revision as of 08:11, 30 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Proximity detector
A scanner capable of detecting invisible creatures. The device raises an alarm when it detects the presence of psychically invisible biosignatures within its radius.
Base Stats
- Type
- Building – Anomaly (Buildings)
- Mass
- 20 kg
- HP
- 100
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 25%
- Terrain Affordance
- Light
- Power
- -75 W
- Light Radius
- 1.73
Creation
- Required Research
- Proximity detector
- Work To Make
- 6,000 ticks (1.67 mins)
- thingCategories
- BuildingsMisc
- buildingTags
- Anomaly
The proximity detector is a building added by the Anomaly DLC that aids in the detection of invisible creatures.
Acquisition
Proximity detectors can be constructed once the proximity detector research project has been completed. Note that this research requires dark study to unlock. Each requires 15 Bioferrite, 1 Component and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder.
Additionally, when starting a game with the Anomaly start you will have one proximity detector by default, but lack the ability to make more.
Summary
The proximity detector provides an easy way to tell if a sightstealer, revenant, or any other invisible creature is in the surrounding area. However it will not tell you where it is, reveal the creature, or tell you how many creatures there are.
Analysis
While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.
Proximity detectors also provide insight into the general location of a revenant. This can be helpful in combination with a disruptor flare pack, giving a general idea which area to reveal with disruptor flares in order to prevent colonists from becoming hypnotized.
Trivia
- Colonists with the revenant vertebrae prosthetic spine will also set off the proximity detector if using the psychic invisibility power within range of the detector.
Version history
- Anomaly DLC Release - Added