Difference between revisions of "IED incendiary trap"

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(description changes; type: Security -> Building; type2: - -> Security; placeable: Yes -> true; minifiable: - -> true; mass base: - -> 2; flammability: 1.0 -> 1; sell price multiplier: - -> 0.7; terrain affordance: - -> light; thingCategories: - -> BuildingsSecurity; deconstructable: - -> false; leavesresourceswhendestroyed: - -> false;)
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|resource 1 amount = 2
 
|resource 1 amount = 2
 
|deconstructable = false
 
|deconstructable = false
|leavesresourceswhendestroyed = false
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|destroyyield = nothing
 
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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).
 
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).

Revision as of 01:52, 14 October 2021

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 detonates in a 3.9-tile radius around it 0.25 seconds after an enemy walks over. It only deals 10 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).

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 belts.

Useful against infestations by creating an automatic temperature trap to cook insectoids alive.

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.