Difference between revisions of "Frenzy inducer"

From RimWorld Wiki
Jump to navigation Jump to search
m (→‎Summary: I'm assuming that the apparent overlap between Mild and Moderate is a typing error. I'm also assuming that the "1 in-game hour per 30% - 5 times as long to lose" is accurate.)
Line 33: Line 33:
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason = Decay rate or isntant decline? Specifical rste from c#, other mechanical detail}}
+
{{Stub|section=1|reason = Decay rate or isntant decline? Specifical rste from c#, other mechanical detail.}}
{{Recode|section=1|reason=Time tables ala Need pages}}
+
It has a range of 8 tiles in which it gives all human pawns the '''Frenzy field''' hediff, which slowly builds up over time, taking {{ticks/gametime/hours|2500}} to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the [[Sleep suppressor]], it will not cause a mood debuff. Instead, all mental break will become the [[Berserk]] mental state as long as any buildup of '''Frenzy field''' is present. Do note that the [[Dead calm]]{{BiotechIcon}} gene takes priority over the frenzy inducer, leading to non-violent breaks instead.
It has a range of 8 tiles in which it gives all human pawns the '''Frenzy field''' hediff, which slowly builds up over time, taking an in-game hour to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the [[Sleep suppressor]], it will not cause a mood debuff. However, it will cause all nearby mental breaks to become the [[Berserk]] mental state, no matter the hediff level or percentage, however the [[Dead calm]]{{BiotechIcon}} gene takes priority over the frenzy inducer, leading to non-violent breaks instead.
 
  
The Frenzy field hediff progresses in several stages:
+
{| class=wikitable style="margin: auto; "
* Very Mild (0% - 4.9%):
+
! rowspan = 2|Stage !! rowspan = 2| Buildup !! rowspan = 2| Effects !! colspan=2| Required Time !! colspan=2| Accumulated Time
** No effect.
+
|-
* Mild (5% - 34.9%):
+
! To advance stage !! To reduce stage !! To advance stage !! To reduce stage
** [[Move speed]]: {{+|0.10{{CS}}}}
+
|-
** [[Global work speed]]: {{+|20%}}
+
! Very Mild
* Moderate (30% - 64.9%):
+
| 0.1% - 4.9% || <ul><li>No effect</li></ul> || {{ticks|417}} || {{ticks|2083}} || {{ticks|417}} || {{ticks|2083}}
** [[Move Speed]]: {{+|0.20{{CS}}}}
+
|-
** [[Global work speed]]: {{+|30%}}
+
! Mild
* Extreme (65% - 100%):
+
| {{0}}5% - 34.9% || <ul><li>[[Move speed]]: {{+|0.10{{CS}}}}</li><li>[[Global work speed]]: {{+|20%}}</li></ul> || {{ticks|2500}} || {{ticks|12500}} || {{ticks|2833}} ||  {{ticks|14165}}
** [[Move Speed]]: {{+|0.40{{CS}}}}
+
|-
** [[Global work speed]]: {{+|50%}}
+
! Moderate
 +
| 35% - 64.9% || <ul><li>[[Move speed]]: {{+|0.20{{CS}}}}</li><li>[[Global work speed]]: {{+|30%}}</li></ul> || {{ticks|2500}} || {{ticks|12500}} || {{ticks|5333}} ||  {{ticks|26665}}
 +
|-
 +
! Extreme
 +
| 65% - 100% || <ul><li>[[Move speed]]: {{+|0.40{{CS}}}}</li><li>[[Global work speed]]: {{+|50%}}</li></ul> || {{ticks|2916}} || {{ticks|14580}} || {{ticks|8333}} ||  {{ticks|41667}}
 +
|}
  
 
== Analysis ==
 
== Analysis ==

Revision as of 15:30, 4 September 2024

Frenzy inducer

Frenzy inducer

Base Stats

Type
BuildingAnomaly (Buildings)
Market Value
495 Silver
Mass
50 kg
HP
100
Flammability
50%

Building

Size
1 × 1
Placeable
True
Terrain Affordance
Heavy
Power
-150 W

Creation

Required Research
Frenzy inducer
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Shard 1 + Bioferrite 100
Deconstruct yield
Shard 0 - 1 + Bioferrite 50
Destroy yield
Shard 0 - 1 + Bioferrite 25

The Frenzy inducer is a building added by the Anomaly DLC that increases the move speed and Global Work Speed of pawns at the cost of worse mental breaks.

Acquisition

Frenzy inducers can be constructed once the frenzy inducer research project has been completed. Note that this research requires dark study to unlock. Each requires Shard 1 Shard, Bioferrite 100 Bioferrite and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder.

Summary

It has a range of 8 tiles in which it gives all human pawns the Frenzy field hediff, which slowly builds up over time, taking 2,500 ticks (1 in-game hour) to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the Sleep suppressor, it will not cause a mood debuff. Instead, all mental break will become the Berserk mental state as long as any buildup of Frenzy field is present. Do note that the Dead calmContent added by the Biotech DLC gene takes priority over the frenzy inducer, leading to non-violent breaks instead.

Stage Buildup Effects Required Time Accumulated Time
To advance stage To reduce stage To advance stage To reduce stage
Very Mild 0.1% - 4.9%
  • No effect
417 ticks (6.95 secs) 2,083 ticks (34.72 secs) 417 ticks (6.95 secs) 2,083 ticks (34.72 secs)
Mild 05% - 34.9% 2,500 ticks (41.67 secs) 12,500 ticks (3.47 mins) 2,833 ticks (47.22 secs) 14,165 ticks (3.93 mins)
Moderate 35% - 64.9% 2,500 ticks (41.67 secs) 12,500 ticks (3.47 mins) 5,333 ticks (1.48 mins) 26,665 ticks (7.41 mins)
Extreme 65% - 100% 2,916 ticks (48.6 secs) 14,580 ticks (4.05 mins) 8,333 ticks (2.31 mins) 41,667 ticks (11.57 mins)

Analysis

The Frenzy inducer can be very useful in creating very efficient pawns, especially if combined with other tools from Anomaly such as the Sleep suppressor and the Neurosis pulse Psychic ritual, the combination of three effects at their apex makes all pawns: have a ×0% Sleep Fall Rate, a ×50% Recreation fall rate, and a +50% Global work speed bonus, which is then further increased by a multiplicative bonus of ×150% by the Neurosis pulse, for a base total of +225%. However, this comes with the cost of inducing a −6 and −4 mood penalty, from the Sleep suppressor and Neurosis pulse ritual respectively, the latter worsening from an increased Psychic sensitivity, as well as increasing the Mental break threshold by 8%, making it easier for pawns to suffer from mental breaks, causing them to go berserk. This risk can be averted temporarily by using Mind-numb serum to prevent mental breaks at the cost of only -5% Consciousness, which does not directly affect Global work speed, but will affect General labor speed, as the loss in Consciousness will affect Manipulation.

Version history