IED firefoam trap

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IED firefoam trap

IED firefoam trap

A pair of firefoam 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

Type
BuildingSecurity
Market Value
115 Silver [Note]
Mass
2 kg
Beauty
-4
HP
40
Flammability
100%

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)
Resources to make
Firefoam shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


IED firefoam traps are landmines that harmlessly explode, spreading firefoam in a radius when tripped.

Acquisition

IED firefoam traps can be constructed once the Ieds research project has been completed. They require Firefoam shell 2 Firefoam shells, 1,400 ticks (23.33 secs) of work, and a Construction skill of 3.

Summary

The radius of the IED firefoam trap

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 revenantsContent added by the Anomaly DLC and sightstealersContent added by the Anomaly DLC 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.

When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks (0.25 secs) before exploding, spreading firefoam in a 9.9-tile radius, extinguishing fires and covering both the floor and nearby pawns in firefoam, preventing re-ignition. For a full list of effects, see Firefoam.

Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.[Verify]

Analysis

Extinguishing your enemies isn't a particularly useful combat tactic. However, they can be useful for protecting your colony from fire.

IED firefoam traps are cheaper than firefoam poppers, but must be manually triggered.[Damage?] Firefoam pop packs are manually triggered and completely mobile, but have a smaller radius. Therefore, the firefoam trap is a cheaper alternative to protect large, stationary areas from fire. For dousing colonists, the pop pack is cheaper and more convenient to use.

Version history

  • 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
  • 1.3.3066 - Fix: Firefoam IED radius is larger than drawn.