Difference between revisions of "Proximity activator"
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== Version history == | == Version history == | ||
− | * [[Royalty DLC]] Release - Added | + | * [[Royalty DLC]] Release - Added. |
+ | * [[Version/1.4.3555|1.4.3555]] - Fix: [[Farskip]]ping a pawn into a range of an expired proximity sensor will trigger it again. | ||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoid Cluster]] | [[Category:Mechanoid Cluster]] |
Revision as of 04:46, 30 December 2023
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Format standard and detail on mechanics. |
Proximity activator
A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.
Base Stats
- Type
- Building – Mechanoid cluster
- Beauty
- -20
- HP
- 100
- Flammability
- 0%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Placeable
- False
- Passability
- pass through only
- Cover Effectiveness
- 25%
- Blocks Wind
- True
- Light Radius
- 0.42
Creation
Proximity activators are Mechanoid cluster buildings added by the Royalty DLC. They activate after 1,200 ticks (20 secs), and then wake up the cluster when any human steps within a 12.9 tile radius.
Trivia
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Version history
- Royalty DLC Release - Added.
- 1.4.3555 - Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.