IED smoke trap

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IED smoke trap

IED smoke trap

A pair of smoke 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
Smoke shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


IED smoke traps are landmines that harmlessly explode into a cloud of non-damaging blind smoke when tripped.

Acquisition[edit]

IED smoke traps can be constructed once the ieds research project has been completed. Each requires Smoke shell 2 Smoke shells, 1,400 ticks (23.33 secs) of work modified by the construction speed of the builder, and a construction skill of 3.

Summary[edit]

The radius of the IED smoke 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.

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, creating a cloud of blind smoke in a 8.6-tile radius.[Verify Radius] The explosion and resulting cloud deal no damage but multiplies the accuracy of ranged attacks through it by ×70% and prevents turrets, both friendly and enemy, from targeting pawns in or behind it. The cloud dissipates after approximately 30 seconds.

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

Analysis[edit]

Smoke IEDS rarely see use both outside and inside of combat, mostly due to cost and that IED tox traps Content added by the Biotech DLC accomplish the same effect of reducing accuracy of only those in it while also being lethal with the sole exception of any pawns that would be immune to it, such as Mechanoids and Wasters, this is where smoke traps come in to protect any colonist wandering into a dangerous area, place them near cover traps for areas colonists may stumble into during raids so they can make a getaway with less chance of getting shot.

Version history[edit]

  • 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.