Difference between revisions of "IED incendiary trap"
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== Summary == | == Summary == | ||
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IEDs are single use traps that may be triggered when a pawn of any kind walks 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. | * 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. | ||
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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. | 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. | ||
− | When tripped, IED traps will start emitting a hissing sound, hinting enemies to run away. When triggered, IED traps will explode after {{ticks|15}}, dealing 10 [[Damage types#Flame|Flame damage]] in a 3.9-tile radius. | + | When tripped, IED incendiary traps will start emitting a hissing sound, hinting enemies to run away. When triggered, IED traps will explode after {{ticks|15}}, dealing 10 [[Damage types#Flame|Flame damage]] in a 3.9-tile radius. |
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+ | Additionally, when damaged to below 20% of the maximum HP, or (at any HP) when hit be a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type at any , the same triggering process will begin. | ||
== Analysis == | == Analysis == |
Revision as of 09:15, 17 March 2023
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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
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)
- Destroy yield
- nothing
- thingCategories
- BuildingsSecurity
The IED incendiary trap is a trap that sets pawns on fire.
Acquisition
IED incendiary traps can be constructed once the Ieds research project has been completed. They require 2 Incendiary 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.
When tripped, IED incendiary traps will start emitting a hissing sound, hinting enemies to run away. When triggered, IED traps will explode after 15 ticks (0.25 secs), dealing 10 Flame damage in a 3.9-tile radius.
Additionally, when damaged to below 20% of the maximum HP, or (at any HP) when hit be a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type at any , the same triggering process will begin.
Analysis
IED incendiary traps can be a highly effective crowd control measure when used in conjunction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers. Enemies on fire will run around wildly and not attack.
They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.
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.