IED deadlife trap

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Revision as of 03:30, 23 September 2024 by Maple653 (talk | contribs) (→‎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)
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IED deadlife trap

IED deadlife trap

Base Stats

Type
BuildingSecurity
Market Value
100 Silver

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)
Resources to make
Deadlife shell 2
Deconstruct yield
Deadlife shell 1
Destroy yield
nothing
Technical
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

IED deadlife traps can be constructed once the ieds research project has been completed. Each requires Deadlife shell 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

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.

Analysis

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 Bioferrite 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.

A corpse trap utilizing Noctols and Insectoids. an IED tox trapContent added by the Biotech DLC is placed to further support the shamblers with a cooler to prevent rot stink. Keep in mind human shamblers outside of wastersContent added by the Biotech DLC are still debuffed by tox gasContent added by the Biotech DLC and shamblers take time to reanimate and rarely go outside their rooms. A firefoam popper may be placed if concerned with impids Content added by the Biotech DLC or molotov cocktails who can destroy the corpses preventing their reuse.

Version history