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{{Biotech}} | {{Biotech}} | ||
− | {{Stub|reason=1) Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion 2) [[Toxic Environment Resistance]] prevents toxic build up from this gas. Does it also affect the stat from exposure? 3) Toxic lung genes intereaction with this | + | {{Stub|reason=1) Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion 2) [[Toxic Environment Resistance]] prevents toxic build up from this gas. Does it also affect the stat from exposure? 3) Toxic lung genes intereaction with this}} |
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'''Tox gas''' is a [[gas]] created by several tox weapons or by burning or damaged [[toxic wastepack]]s. It causes irritation and [[toxic buildup]]. | '''Tox gas''' is a [[gas]] created by several tox weapons or by burning or damaged [[toxic wastepack]]s. It causes irritation and [[toxic buildup]]. | ||
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** {{--|40%}} [[Sight]] | ** {{--|40%}} [[Sight]] | ||
** {{--|60%}} [[Breathing]] | ** {{--|60%}} [[Breathing]] | ||
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An exploding [[IED tox trap]] in an open field fills a radius of 7 tiles with a severe dose of tox gas. The following table shows experimentally determined amounts of time for the density to fall below 50% at a given distance from the tox trap. General [[Gas|gas]] mechanics apply, meaning separate sources are additive as they "fill" the available volume to 100% and spread out to a larger distance. This makes it relatively easy/cheap to cover a wide area with enough gas to last throughout a raid at severe density. | An exploding [[IED tox trap]] in an open field fills a radius of 7 tiles with a severe dose of tox gas. The following table shows experimentally determined amounts of time for the density to fall below 50% at a given distance from the tox trap. General [[Gas|gas]] mechanics apply, meaning separate sources are additive as they "fill" the available volume to 100% and spread out to a larger distance. This makes it relatively easy/cheap to cover a wide area with enough gas to last throughout a raid at severe density. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ halftime by distance | |+ halftime by distance | ||
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| 2|| 43 | | 2|| 43 | ||
|} | |} | ||
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A severe dose of tox gas results in a ~40% reduction in [[Shooting Accuracy]], ~40% reduction in [[Melee Hit Chance]], and a ~25% reduction in [[Moving]]. Meaning an enemy raid subjected to a severe dose of tox gas will effectively only be half as dangerous to your colony (explosives nonwithstanding). This does not yet include the shortened combat capacity of pawns as they start any encounter with a ~20% reduced [[Consciousness]] and at medium [[Pain]]. | A severe dose of tox gas results in a ~40% reduction in [[Shooting Accuracy]], ~40% reduction in [[Melee Hit Chance]], and a ~25% reduction in [[Moving]]. Meaning an enemy raid subjected to a severe dose of tox gas will effectively only be half as dangerous to your colony (explosives nonwithstanding). This does not yet include the shortened combat capacity of pawns as they start any encounter with a ~20% reduced [[Consciousness]] and at medium [[Pain]]. | ||
The following table shows the time to reach and the effects of toxic buildup under severe tox gas exposure, facilitated by detonating a tox trap (not keeping density at 100% throughout). | The following table shows the time to reach and the effects of toxic buildup under severe tox gas exposure, facilitated by detonating a tox trap (not keeping density at 100% throughout). | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ toxic buildup effects under tox gas exposure | |+ toxic buildup effects under tox gas exposure | ||
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| tox gas (severe) + toxic buildup (extreme)|| 67|| immobilized | | tox gas (severe) + toxic buildup (extreme)|| 67|| immobilized | ||
|} | |} | ||
− | + | As can be seen, the reduction in [[Shooting Accuracy]] due to [[toxic buildup]] is negligible. Under the test conditions (initial exposure to 100% and decreasing gas density over time), it took 37 seconds for a pawn to fall unconscious from extreme toxic buildup. Without additional source of gas, it can be assumed toxic buildup will not reach 100% under normal conditions. This is actually advantageous, as there is enough time to capture immobilzed pawns after the raid is over. | |
− | As can be seen, the reduction in [[Shooting Accuracy]] due to [[toxic buildup]] | ||
At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death. | At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death. | ||
− | The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas. Wearing a [[ | + | The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas. Wearing a [[Gas Mask]] will prevent the direct effects of tox gas (though inducing a less severe malus on sight by itself) but will only reduce the toxic buildup effect. |
Tox gas follows general gas mechanics. A high density of the gas can easily be reached in smaller spaces (for example a small valley). | Tox gas follows general gas mechanics. A high density of the gas can easily be reached in smaller spaces (for example a small valley). | ||
− | Note that a pawn with Breathing 60% or less will die instantly upon reaching severe tox gas buildup. This includes an otherwise healthy pawn who is missing a lung | + | Note that a pawn with Breathing 60% or less will die instantly upon reaching severe tox gas buildup. This includes an otherwise healthy pawn who is missing a lung. |
<Effects and gas mechanics here> | <Effects and gas mechanics here> | ||
== Analysis == | == Analysis == | ||
− | + | Unless you do not care about pollution, creating tox gas by shooting or burning it is not recommended as the [[toxic wastepack]]s will eventually detoriate. | |
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− | Unless you do not care about pollution, creating tox gas by shooting or burning it is not recommended as the [[toxic wastepack]]s will eventually detoriate. | ||
− | + | <Uses, risks, management, strategies, vent use? etc> | |
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | * [[Version/1.4.3555|1.4.3555]] - All gasses, including tox gas, can now travel through | + | * [[Version/1.4.3555|1.4.3555]] - All gasses, including tox gas, can now travel through vents. |
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[[Category:Gas]] | [[Category:Gas]] |