Difference between revisions of "IED deadlife trap"
(→Analysis: added image and description of the corpse trap design, will admit was gonna explain the emp trap but it was kind of getting too verbose, essentially it was just a attempted band aid fix cause i had a scyther slip out before they reanimated so like a ied emp would stun them or a fence would actually slow them down enough. most humanoids would just end up getting killed by the tox gas maze anyway so mechanoids were the real concern for it) |
m (→Analysis) |
||
Line 42: | Line 42: | ||
IED deadlife traps can be utilized near corpse stockpiles to reanimate them into Shamblers either triggered by a bullet shot or by an enemy, creating a "corpse trap" drawing the victim's attention and converting more enemies as they succumb to the horde, otherwise they can synergize with other traps such as regular [[IED trap]]s to reanimate what was freshly killed albeit at the cost of rotting the corpses and forfeiting any leathers and meat that would have been gained, and any survivors could have further risk of a [[Metalhorror]] implantation if captured. {{Check Tag|Check|Do Friendly Shambler attacks act as a valid pathway for metalhorror infections, if shamblers kill downed pawns anyway like how hunting animals would just remove this regardless}} | IED deadlife traps can be utilized near corpse stockpiles to reanimate them into Shamblers either triggered by a bullet shot or by an enemy, creating a "corpse trap" drawing the victim's attention and converting more enemies as they succumb to the horde, otherwise they can synergize with other traps such as regular [[IED trap]]s to reanimate what was freshly killed albeit at the cost of rotting the corpses and forfeiting any leathers and meat that would have been gained, and any survivors could have further risk of a [[Metalhorror]] implantation if captured. {{Check Tag|Check|Do Friendly Shambler attacks act as a valid pathway for metalhorror infections, if shamblers kill downed pawns anyway like how hunting animals would just remove this regardless}} | ||
Properly prepared and sufficiently large corpse rooms can end entire raids by themselves, even at high difficulties. The cost of {{Required Resources|{{P|Resource 1}}|{{P|Resource 1 Amount}}}} per raid can be steep in the early game, but it is easily affordable in the late game, which further synergizes with larger end game raids providing more and more powerful corpses to raise as shamblers. | Properly prepared and sufficiently large corpse rooms can end entire raids by themselves, even at high difficulties. The cost of {{Required Resources|{{P|Resource 1}}|{{P|Resource 1 Amount}}}} per raid can be steep in the early game, but it is easily affordable in the late game, which further synergizes with larger end game raids providing more and more powerful corpses to raise as shamblers. | ||
− | [[File:IEDDeadlifeCorpseTrap.png|thumb|left|A corpse trap utilizing [[Noctol]]s and [[Insectoids]]. an [[IED tox trap]]{{BiotechIcon}} is placed to further support the shamblers with a [[cooler]] to prevent rot stink. Keep in mind human shamblers outside of [[wasters]]{{BiotechIcon}} are still debuffed by [[tox gas]]{{BiotechIcon}} and shamblers take time to reanimate and rarely go outside their rooms. A [[firefoam popper]] may be placed if concerned with [[impid]]s {{BiotechIcon}} or [[molotov cocktail]]s who can destroy the corpses preventing their reuse.]] | + | [[File:IEDDeadlifeCorpseTrap.png|thumb|left|A corpse trap utilizing [[Noctol]]s and [[Insectoids]]. an [[IED tox trap]]{{BiotechIcon}} is placed to further support the shamblers with a [[cooler]] to prevent rot stink. Keep in mind human shamblers outside of [[wasters]]{{BiotechIcon}} are still debuffed by [[tox gas]]{{BiotechIcon}} and shamblers take time to reanimate and rarely go outside their rooms. A [[firefoam popper]] may be placed if concerned with [[impid]]s {{BiotechIcon}} or [[molotov cocktail]]s who can destroy the corpses preventing their reuse.]]<br clear=all> |
== Version history == | == Version history == |
Latest revision as of 05:15, 23 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: Images of AoE in a style similar to File:Skip shield radius.jpg. |
IED deadlife trap
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
Creation
- Required Research
- Ieds
- Skill Required
- Construction
- Work To Make
- 1,400 ticks (23.33 secs)
- Destroy yield
- nothing
- thingCategories
- BuildingsSecurity
The IED deadlife trap is a building added by the Anomaly DLC that explodes into a sizable cloud of dust raising any nearby human or animal corpses as non-enemy shamblers when triggered.
Acquisition[edit]
IED deadlife traps can be constructed once the ieds research project has been completed. Each requires 2 Deadlife shells, 1,400 ticks (23.33 secs) of work modified by the construction speed of the builder, and a construction skill of.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing summary besides the basic IED information template. |
Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.
- The base trigger chance is 100% for enemies, including mechanoids and 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) chance to trigger the trap.[Friendly Mechanoids?]
- Friendly visitors and their animals, as well as revenants and sightstealers will never trigger a trap.[Invisibility in general?]
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever 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.
IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General,specific strategies with images if necessary, value proposition etc. |
IED deadlife traps can be utilized near corpse stockpiles to reanimate them into Shamblers either triggered by a bullet shot or by an enemy, creating a "corpse trap" drawing the victim's attention and converting more enemies as they succumb to the horde, otherwise they can synergize with other traps such as regular IED traps to reanimate what was freshly killed albeit at the cost of rotting the corpses and forfeiting any leathers and meat that would have been gained, and any survivors could have further risk of a Metalhorror implantation if captured. [Check] Properly prepared and sufficiently large corpse rooms can end entire raids by themselves, even at high difficulties. The cost of 50 Bioferrite per raid can be steep in the early game, but it is easily affordable in the late game, which further synergizes with larger end game raids providing more and more powerful corpses to raise as shamblers.
Version history[edit]
- Anomaly DLC Release - Added.