Difference between revisions of "Disruptor flare pack"

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(→‎Summary: "about 0%" -> "above 0%"; add verify tag and "up to" to stun duration, as it was shorter during a quick test)
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A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed, 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}}  
 
A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed, 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.  
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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]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, 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}}
 
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}}

Revision as of 08:40, 22 April 2024

Disruptor flare pack

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

Type
GearUtility
Market Value
80 Silver
Mass
3 kg
HP
100

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

Crafted At
Bioferrite shaper
Required Research
Disruptor flares
Skill Required
Crafting 4
Work To Make
7,200 ticks (2 mins)
Work Speed Stat
General Labor Speed
Resources to make
Component 1 + Bioferrite 30
Technical
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 Component 1 Component, Bioferrite 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

A disruptor flare pack is worn at the waist. Once the wearer is 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 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 above 0%. This stun lasts for up to 1,800 ticks (30 secs)[Verify], 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 Bioferrite 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]

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

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