Difference between revisions of "Crashed ship parts"
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The effect has a maximum radius of 100 tiles. It no longer generates snow in the poisoned area. If colonists and animals are zoned away from the mechanoids' range, the defoliator ship can be safely ignored indefinitely. Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity. | The effect has a maximum radius of 100 tiles. It no longer generates snow in the poisoned area. If colonists and animals are zoned away from the mechanoids' range, the defoliator ship can be safely ignored indefinitely. Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity. | ||
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File:Poison ship 2.jpg|'''When the defoliator ship is defeated, growing zones harmed by poison can be replanted.''' | File:Poison ship 2.jpg|'''When the defoliator ship is defeated, growing zones harmed by poison can be replanted.''' | ||
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+ | == Version history == | ||
+ | * Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 13:46, 1 February 2022
This article is suggested to be rewritten. Reason: Cleanup. You can help the RimWorld Wiki by improving it. |
NOTE: As of the 1.1 update, Mechanoids now immediately spawn in a dormant state around the ship rather than as a result of the ship taking fire. Other than causing fear in your colonists if they get too close, everything else (including previous strategies for combating them) appears to remain the same since the Mechanoids stay in that dormant state until provoked.
Crashed ship parts drop as part of a map event. A crashed ship part, accompanied by fire, appears at a random unroofed location when the event triggers. These ship parts carry negative effects.
Upon attacking the part a group of mechanoids will emerge to defend it. They will also emerge if a player built structure is placed too close to the ship part. The size of the group is dependent on colony wealth and storyteller difficulty. The mechanoids will surround the ship part to protect it: unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part. Once the ship part's health drops too low, however, the mechanoids will simply charge your colonists like a normal raid.
A 14×9-tile rectangle, with an extra 1×6-tile row along the top and bottom of the ship part and an extra 1×3 column along each side, should be left clear. Placing any item or structure within this radius — such as a wall, sandbag or spike trap — will open the ship as if it had been fired upon. Objects placed or built outside of this radius will not affect it, allowing the player to build defenses prior to opening the ship. Since the threat is not immediate, players can build defenses surrounding the ship part. IEDs and spike traps can also be placed around the ship to instantly damage any mechanoids that emerge.
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving centipedes, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of sniper rifles.
When destroyed both leave 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component.
Psychic ship
Crashed ship parts
This ship part contains a hostile AI persona core that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity traits may worsen or lessen the effect of the drone.
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.
Psychic drone stages
Psychic drone (level) | Onset | Mood effect | Description |
---|---|---|---|
Low | Initial | -12 | It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them. |
Medium | 2.5 days | -22 | I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away! |
High | 5 days | -30 | The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting! |
Extreme | 7.5 days | -40 | My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... |
Defoliator ship
Crashed ship parts
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the anima tree .
The effect has a maximum radius of 100 tiles. It no longer generates snow in the poisoned area. If colonists and animals are zoned away from the mechanoids' range, the defoliator ship can be safely ignored indefinitely. Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as mortars. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.
Version history
- Version 1.1 or prior - poison ship renamed to defoliator ship.