Difference between revisions of "Disruptor flare pack"
(Added basic information to the summary and analysis tabs. Infobox update and more specific acquisition info still needed.) |
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{{Infobox main|utility | {{Infobox main|utility | ||
| name = Disruptor flare pack | | name = Disruptor flare pack | ||
− | | image = Disruptor flare pack.png | + | | image = Disruptor flare pack.png |
+ | | description = A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time. | ||
+ | | type = Gear | ||
+ | | type2 = Utility | ||
+ | | tech level = | ||
+ | | hp = ??? | ||
+ | | flammability base = 0.4 | ||
+ | | production facility 1 = Bioferrite shaper | ||
+ | | research = Disruptor flares | ||
+ | | work to make = 7200 | ||
+ | | work speed stat = General Labor Speed | ||
+ | | resource 1 = Component | ||
+ | | resource 1 amount = 1 | ||
+ | | resource 2 = Bioferrite | ||
+ | | resource 2 amount = 30 | ||
+ | | skill 1 = Crafting | ||
+ | | skill 1 level = 4 | ||
+ | | marketvalue = ??? | ||
+ | | mass base = 3 | ||
+ | | lifestage = Adult | ||
+ | | clothing for nudity = False | ||
+ | | coverage = Waist | ||
+ | | range = 22.9 | ||
+ | | accuracy = - | ||
+ | | warmup = 60 | ||
+ | | cooldown = | ||
+ | | burst = 1 | ||
+ | | mode = Single-Shot | ||
+ | | velocity = 40 | ||
+ | | blastRadius = 7.9 | ||
+ | | defName= Apparel_DisruptorFlarePack | ||
+ | | has quality = False | ||
+ | | thingCategories = ApparelUtility | ||
+ | | tradeTags = ExoticMisc | ||
+ | | defaultOutfitTags = ???? | ||
+ | | thingSetMakerTags = ???? | ||
}} | }} | ||
− | + | The '''disruptor flare pack''' is a [[utility]] item added by the [[Anomaly DLC]] which allows the launching of disruptor flares. | |
− | |||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
− | + | {{Stub|section=1|reason=So. Many. Check Tags.}} | |
+ | {{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}} | ||
+ | {{Image wanted|section=1|reason=Launch flare gizmo}} | ||
+ | A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed,{{Check Tag|Verify|Confirm it needs to be drafted}} it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.{{Check Tag|Verify}} | ||
+ | |||
+ | Upon landing,{{Check Tag|Verify}} disruptor flares inflict the "disruptor flash" hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] about 0%. This stun lasts for {{Ticks|1800}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing. | ||
+ | |||
+ | The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}} | ||
+ | |||
+ | Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}} | ||
+ | |||
+ | It is currently unknown whether wearing a [[shield belt]] prevents firing the flares.{{Check Tag|Verify}} | ||
+ | |||
+ | {{Utility Note}} | ||
== Analysis == | == Analysis == | ||
+ | {{Stub|section=1}} | ||
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares. | Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares. | ||
Revision as of 04:43, 22 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Disruptor flare pack
A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.
Base Stats
-
"???" is not a number.
- Mass
- 3 kg
- HP
- ???
Apparel
- Clothing For Nudity
- False
- Lifestage
- Adult
- Coverage
- Waist
Ranged Combat
- Mode
- Single-Shot
- Warm-Up
- 60 ticks (1 sec)
- Range
- 22.9 tile(s)
- Accuracy
- -
- Velocity
- 40 (m/s)
- Burst Count
- 1 (per burst)
- Blast Radius
- 7.9
Creation
- Required Research
- Disruptor flares
- Skill Required
- Crafting 4
- Work To Make
- 7,200 ticks (2 mins)
- Work Speed Stat
- General Labor Speed
- defName
- Apparel_DisruptorFlarePack
- Has Quality
- False
- thingCategories
- ApparelUtility
- thingSetMakerTags
- ????
- defaultOutfitTags
- ????
- tradeTags
- ExoticMisc
The disruptor flare pack is a utility item added by the Anomaly DLC which allows the launching of disruptor flares.
Acquisition
Disruptor flare packs can be crafted at a bioferrite shaper once the disruptor flares research project has been completed. Note that this research requires dark study to unlock. Each requires 1 Component, 30 Bioferrite, 7,200 ticks (2 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: So. Many. Check Tags.. |
This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: Light radius image like File:Standing_lamp_illumination_area.png. |
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Launch flare gizmo. |
A disruptor flare pack is worn at the waist. Once the wearer is drafted,[Verify] it can be manually activated by the player to launch a flare to target any tile within the range and within line of sight after a warm-up time of 60 ticks (1 sec). The warmup time before firing the launcher is affected by the Aiming Time stat of the wearer.[Verify]
Upon landing,[Verify] disruptor flares inflict the "disruptor flash" hediff on pawns within the 7.9 tiles, stunning all pawns with a psychic sensitivity about 0%. This stun lasts for 1,800 ticks (30 secs), during which time the pawn cannot be stunned again. The flare also puts out light in a 5-tile radius, sufficient to make a 3.09 radius considered "Lit". The flare on the ground lasts for 14,400 ticks (4 mins) before disappearing.
The flare also reveals hostile[Only?] invisible entities,[Only?] such as the sightstealer and revenant.[When?]
Up to six flares can be launched before the launcher must be reloaded at a cost of 5 bioferrite per flare. The process takes 60 ticks (1 sec). The flares can be reloaded individually or all at once.[Verify] The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.[Fact Check]
It is currently unknown whether wearing a shield belt prevents firing the flares.[Verify]
Like all utility items, a disruptor flare pack is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares.
Firefoam pop packs can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.
Version history
- Anomaly DLC Release - Added.