Difference between revisions of "Infestation"

From RimWorld Wiki
Jump to navigation Jump to search
(clean some parts)
Line 4: Line 4:
  
 
== Spawning ==
 
== Spawning ==
 +
Infestations require an area larger than 1x1, where at least one tile having the ''overhead mountain'' [[roof]], within 30 tiles of a colony [[structure]]. They are centered around a single "valid" tile, which must have a temperature higher than -17°C (1.4°F). Temperatures under -8°C (17.6°F) will gradually reduce the spawn chances, as does light.
  
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C (17.6°F) gradually reduce the spawn chances, with the chance dropping to zero at -17°C (1.4°F). A well-lit base discourages insects from nesting, though it can still happen.  
+
[[Hive]]s and [[insectoid]]s will spawn within a given radius, regardless of whether those tiles are valid. A hive does not have to spawn on an infestation's center point. The initial size of an infestation is based on [[raid point]]s, so infestations will get bigger as the game progresses. If the size of the event is larger than the "valid" space, it will happily expand to appear in nearby "invalid" areas, even if those areas are not directly connected.  
  
Upon spawning, an infestation will choose a single "valid" tile, i.e. one with Overhead Mountain and a temperature higher than -17°C (1.4°F), as a center point, and then spawn the hives and insectoids in any available spot within a given <!-- a "certain" radius? 15 tile?--><!--Not sure, but I suggest it expands to fit the size of the infestation based on Raid Points - maybe?--> radius*, regardless of whether those tiles are "valid" or not. Note that a hive may or may not spawn in the actual triggering tile.
+
===Preventing Spawn===
 
 
: * The size of an infestation is based on [[raid points]], so later-game infestations will tend to be larger than earlier. If the size of the event is larger than the "valid" space, it will happily expand to appear in nearby "invalid" areas, even if those areas are not directly connected.  A large infestation may not configure itself to fit into only valid areas if invalid are equally far from the spawn point.
 
 
 
This has two primary consequences. First, when spawn proofing a base, care must be taken to remove all valid tiles as even a single warm tile can cause a full infestation.
 
Secondly, if there is ''any'' valid tile, infestations can spread nearby into seemingly safe areas, even if there is a wall many tiles thick between it and the spawning area. This is especially frequent with late game infestations, which are usually quite large and thus have larger spawn radii. This has the effect of allowing them to spawn pretty far inside your base.
 
 
[[File:PSA INFESATIONS.PNG|400px|thumb|right|Blue squares show an area with a chance of infestations spawning. ]] <!-- EDITORS! That IS the .png file name - please don't "correct" the spelling. ; )  
 
[[File:PSA INFESATIONS.PNG|400px|thumb|right|Blue squares show an area with a chance of infestations spawning. ]] <!-- EDITORS! That IS the .png file name - please don't "correct" the spelling. ; )  
-->
+
When spawn proofing a base, be thorough - even a single warm tile can cause a full infestation. As they require more than 1x1 of overhead monutain, you only need to build walls every second square. Only walls are capable of stopping infestations; columns and doors do not work. Note that an overhead mountain square next to an open "thin roof" area is also a valid spawn point.
Infestations Require more than 1x1 of overhead mountain to spawn. Stopping infestations can be achieved by building a wall in every second square to ensure there isn't a space bigger than 1x1. You can fill every square but that will require twice the amount of walls. Only walls are capable of stopping infestations; columns and doors do not work. Note that an overhead mountain square next to an open "thin roof" area is also a valid spawn point, so bring the walls 1 space extra if that's your situation.
 
  
As shown in the image (right) you can see the 1x1 squares have no chance of spawning infestations but the space bigger than a 1x1 has a chance of spawning infestations.
+
If there is ''any'' valid tile, infestations can spread nearby into seemingly safe areas, even if there is a wall many tiles thick between.
  
 
== Behavior ==
 
== Behavior ==
 
[[File:Insectoid hive aggro range.png|thumb|left|Range at which insects will defend a hive]]
 
[[File:Insectoid hive aggro range.png|thumb|left|Range at which insects will defend a hive]]
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives and spend their time roaming around them. They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping provided they are not woken up.
+
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives and spend their time roaming around them.They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping, provided they are not woken up.
  
If any of the insectoids is downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the progress. This also applies to outside factors, such as the insectoids being attacked by pirates or downed by hypothermic slowdown. After a while, the insectoids will give up and return to their hives.
+
They will randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.
  
Insectoids will also randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.
+
If any of the insectoids are downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the progress. Even if outside [[raider]]s or other factors (like hypothermic slowdown) down them, they will be aggressive. If insectoids don't see hostiles within 100 tiles, they will give up and return to their hives.
  
If the hives and insectoid colony are left intact, they will reproduce, progressively growing more numerous.  
+
If the hives and insectoid colony are left intact, they will reproduce, progressively growing more numerous. But if all Megaspiders or Spelopedes are killed, the hive(s) will deteriorate due to lack of maintenance.
  
If all Megaspiders or Spelopedes are killed, the hive(s) will deteriorate due to lack of maintenance.
 
 
== Strategy ==
 
== Strategy ==
 
 
{{main|Defense tactics#Infestations}}
 
{{main|Defense tactics#Infestations}}
  
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance. When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started.  
+
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. In other bases, they are much less harmful - around a normal level threat. When fighting an infestation always ensure you ''completely annihilate every hive''. If even one is left, insectoids can keep spawning and leave you back where you started.  
  
One way of dealing with infestations in mountain bases is to make the structure with non-flammable materials and wood floors/furniture on the inside. Once you have done this you can place an [[IED incendiary trap]] so insects trigger them and light themselves on fire with minimal risk to the rest of your base.
+
Insectoids are melee fighters, so colonists with ranged equipment can try to kill them from a safe distance.
  
Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them or doing construction near the insectoids will wake them up. They also wake up when their individual need for rest has been filled, so be prepared (with all items staged in a nearby stockpile) and act quickly once they're asleep.
+
One way of dealing with infestations is with [[fire]]. In rooms with overhead mountain, use wooden floors on the inside, but non-flammable materials so that the fire doesn't spread. An [[IED incendiary trap]] or even [[molotov cocktail]] will promptly cook the insectoids alive.
 +
 
 +
Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them, or doing construction near the insectoids, will wake them up. They also wake up when their individual need for rest has been filled, so be prepared (with all items staged in a nearby stockpile) and act quickly once they're asleep.
  
 
When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.
 
When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.
  
 
=== Mitigation ===
 
=== Mitigation ===
 
 
If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C (17.6°F) have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.
 
If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C (17.6°F) have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.
  

Revision as of 06:21, 7 October 2022

Infestations are an event and a serious threat in which a number of hives are spawned, alongside insectoid defenders. They can happen randomly or can be caused by a quest; quests will warn you if this is an outcome. Infestations can also occur upon entering rooms in an ancient complex; you will get no specific warning for this quest.

Spawning

Infestations require an area larger than 1x1, where at least one tile having the overhead mountain roof, within 30 tiles of a colony structure. They are centered around a single "valid" tile, which must have a temperature higher than -17°C (1.4°F). Temperatures under -8°C (17.6°F) will gradually reduce the spawn chances, as does light.

Hives and insectoids will spawn within a given radius, regardless of whether those tiles are valid. A hive does not have to spawn on an infestation's center point. The initial size of an infestation is based on raid points, so infestations will get bigger as the game progresses. If the size of the event is larger than the "valid" space, it will happily expand to appear in nearby "invalid" areas, even if those areas are not directly connected.

Preventing Spawn

File:PSA INFESATIONS.PNG
Blue squares show an area with a chance of infestations spawning.