Difference between revisions of "IED tox trap"

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(→‎Summary: trap standardization)
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== Summary ==
 
== Summary ==
It explodes into a [[tox gas]] cloud of 8.9-tile{{Check Tag|Verify}} radius {{ticks|15}} after an enemy had walked over it.
+
IEDs are single use traps that may be triggered when a pawn of any kind walks over it.
 +
* The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
 +
* Non-manhunting wild animals have a 25% chance to trigger the trap.
 +
* Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
 +
* Friendly visitors will never trigger a trap.
  
When tripped, it will start emitting a hissing sound hinting enemies to run away.
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However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
 +
 
 +
It explodes into a [[tox gas]] cloud of 8.9-tile{{Check Tag|Verify}} radius {{ticks|15}} after an enemy had walked over it. When tripped, it will start emitting a hissing sound hinting enemies to run away.
  
 
It'll explode when damaged to 20% of its {{HP}},{{Check Tag|Verify}} or when hit by an attack that does [[Damage Types#Bullet|Bullet]], [[Damage Types#Arrow|Arrow]], or [[Damage Types#ArrowHighVelocity|ArrowHighVelocity]].{{Check Tag|Verify}}
 
It'll explode when damaged to 20% of its {{HP}},{{Check Tag|Verify}} or when hit by an attack that does [[Damage Types#Bullet|Bullet]], [[Damage Types#Arrow|Arrow]], or [[Damage Types#ArrowHighVelocity|ArrowHighVelocity]].{{Check Tag|Verify}}

Revision as of 09:12, 17 March 2023

IED tox trap

IED tox trap

A pair of tox gas 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
Tox shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


The IED tox trap that explodes in a cloud of tox gas when walked over.

Acquisition

IED smoke traps can be constructed once the Ieds research project has been completed. They require Tox shell 2 Tox shells, 1,400 ticks (23.33 secs) of work, and a Construction skill of 3.

Summary

IEDs are single use traps that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
  • Friendly visitors will never trigger a trap.

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.

It explodes into a tox gas cloud of 8.9-tile[Verify] radius 15 ticks (0.25 secs) after an enemy had walked over it. When tripped, it will start emitting a hissing sound hinting enemies to run away.

It'll explode when damaged to 20% of its HP,[Verify] or when hit by an attack that does Bullet, Arrow, or ArrowHighVelocity.[Verify]

Analysis

?

Version history