IED tox trap

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IED tox trap

IED tox trap

A pair of tox gas 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
Tox shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


The IED tox trap is a building added by the Biotech DLC that explodes in a cloud of tox gas when walked over.

Acquisition[edit]

IED tox traps can be constructed once the ieds research project has been completed. Each requires Tox shell 2 Tox 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]

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 tox gas in a 8.9-tile radius.[Verify Radius] The explosion and resulting cloud deal no damage but the gas causes tox gas exposure as well as toxic buildup to those not immune. See Tox gas for details.

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

Analysis[edit]

IED tox trap can serve to punish any unfortunate enemy attempting to take cover without causing any unintentional damage that any regular IED traps would, due to rimworld's AI not attempting to move away from any danger they will continue trying to hide behind cover, enduring significant accuracy penalties with their sight and breathing stats being reduced, eventually succumbing to the toxic buildup or onslaught of bullets, unlike spike traps this affects more targets at a time, while being cheaper in steel cost if wood is not used. 20 Steel and Chemfuel compared to 45 steel for one spike trap that punishes only one pawn. However their true purpose shines in killboxes through gas mazes and being incredibly cheap, using fences to slow down pawns however this is not without fault, as toxic buildup outright doesn't affect Wasters, Mechanoids, and ShamblersContent added by the Anomaly DLC and can lead to Cancers and Dementia for any pawn that survived, but most importantly rots their corpses forfeiting resources and causing rot stink making the aftermath hazardous to replace the traps and get rid of bodies, fortunately this can be negated by making the killbox a Freezer as corpses do not create rot stink while frozen. Despite vents being able to transfer tox gas, the rate that they do being about 3 tiles combined with raiders tending to attack them and set them on fire makes them very inefficient for use in killboxes.

Version history[edit]