Editing Crashed ship parts

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== Mechanoids ==
 
== Mechanoids ==
 
[[File:Crashed ship part wake on build radius.png|300px|thumb|right|Planned defenses close to a crashed ship part. The "no build" zone around the mech is highlighted in red.]]
 
[[File:Crashed ship part wake on build radius.png|300px|thumb|right|Planned defenses close to a crashed ship part. The "no build" zone around the mech is highlighted in red.]]
Upon landing a group of [[mechanoids]] will spawn surrounding the ship, to defend it. The size of the group is dependent on colony wealth and storyteller difficulty - see [[raid points]] for further details. They will spawn in a "sleeping" state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.
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Upon landing a group of [[mechanoids]] will spawn surrounding the ship, to defend it. The size of the group is dependent on colony wealth and storyteller difficulty - see [[raid points]] for further details. They will spawn in a "sleeping" state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.
  
 
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move, work, and even fight fires among the sleeping mechanoids. Note that mechanoids are immune to fire that open areas support, so these initial fires will not damage or wake them. Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken.  
 
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move, work, and even fight fires among the sleeping mechanoids. Note that mechanoids are immune to fire that open areas support, so these initial fires will not damage or wake them. Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken.  
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The "no build" zone is 5x5 square centered on each sleeping mechanoid. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening.  
 
The "no build" zone is 5x5 square centered on each sleeping mechanoid. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening.  
  
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.
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Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.
  
 
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.
 
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.
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=== Loot ===
 
=== Loot ===
 
When destroyed, either variety of ship part leaves:
 
When destroyed, either variety of ship part leaves:
* {{Icon Small|steel slag chunk||4}} [[steel slag chunk]].
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* {{Icon small|steel slag chunk||4}} [[steel slag chunk]].
* {{Icon Small|steel||60}} [[steel]].
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* {{Icon small|steel||60}} [[steel]].
* {{Icon Small|plasteel||10}} [[plasteel]].
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* {{Icon small|plasteel||10}} [[plasteel]].
* {{Icon Small|component||1}} [[component]].
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* {{Icon small|component||1}} [[component]].
* {{Icon Small|advanced component||1}} [[advanced component]].
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* {{Icon small|advanced component||1}} [[advanced component]].
  
 
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].
 
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].
  
* '''Minor bug''': When the ship part is selected, there is a greyed-out "[[Deconstruct]]" button that, when mouse-hovered, states ''"You must defeat a mech cluster before you can deconstruct it"'' {{Sic}}. This is misleading, as you cannot "deconstruct" a Crashed Ship Part, and there is no deconstruction return defined in the game code.
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* '''Minor bug''': When the ship part is selected, there is a greyed-out "[[Deconstruct]]" button that, when mouse-hovered, states ''"You must defeat a mech cluster before you can deconstruct it"'' (sic). This is misleading, as you cannot "deconstruct" a Crashed Ship Part, and there is no deconstruction return defined in the game code.
  
 
== Psychic ship ==
 
== Psychic ship ==
{{Infobox main|building
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{{Infobox main|building|exotic
 
| name = Ship part (psychic droner)
 
| name = Ship part (psychic droner)
| type = Building
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| type = Buildings
| type2 = Ruin
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| type2 = Exotic
 
| image = PsychicShip.png
 
| image = PsychicShip.png
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.<br/>This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.<br/><br/>A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous
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| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.\n\nThis one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.
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A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous
 
| size = 6*3
 
| size = 6*3
 
| hp = 1200
 
| hp = 1200
 
| flammability = 0
 
| flammability = 0
 
| beauty = -200
 
| beauty = -200
| blockswind = true
 
| terrain affordance = light
 
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}
 
 
}}
 
}}
  
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The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.
 
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.
  
=== Psychic drone stages ===
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=== Psychic drone stages ===
 
{| class = "wikitable"
 
{| class = "wikitable"
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|-
 
! Psychic drone (level)
 
! Psychic drone (level)
 
! Onset
 
! Onset
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| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...
 
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...
 
|}
 
|}
{{Clear}}
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{{clear}}
  
 
== Defoliator ship ==
 
== Defoliator ship ==
{{Infobox main|building
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{{Infobox main|building|exotic
 
| name = Ship part (defoliator)
 
| name = Ship part (defoliator)
| type = Building
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| type = Buildings
| type2 = Ruin
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| type2 = Exotic
| image = PoisonShip.png
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| image = PoisonShip.png|Crashed ship part
 
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.
 
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.
 
| size = 6*3
 
| size = 6*3
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| flammability = 0
 
| flammability = 0
 
| beauty = -200
 
| beauty = -200
| blockswind = true
 
| terrain affordance = light
 
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}
 
 
}}
 
}}
 
* Note that this event was once called a "'''poison ship'''", and references to that may still be seen in the game or this Wiki.
 
* Note that this event was once called a "'''poison ship'''", and references to that may still be seen in the game or this Wiki.
  
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. Note that this will also kill [[anima tree]]s {{RoyaltyIcon}}, [[gauranlen tree]]s {{IdeologyIcon}}, and [[polux tree]]s {{BiotechIcon}}.
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Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]]{{RoyaltyIcon}}, [[gauranlen tree]]{{IdeologyIcon}}, and [[polux tree]]{{BiotechIcon}}.
  
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops/trees are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely.  
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The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely.  
  
If the [[Biotech DLC]] {{BiotechIcon}} is installed, the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.
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If the [[Biotech DLC]]{{BiotechIcon}} is installed, the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.
 
<gallery heights=250px widths=250px>
 
<gallery heights=250px widths=250px>
 
Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment.
 
Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment.
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* ? Prior to 2/08/22 - Description changed from "''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''" -> "''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''"
 
* ? Prior to 2/08/22 - Description changed from "''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''" -> "''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''"
 
* ? Prior to 2/08/22 - Description changed from "''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''" -> "''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''"
 
* ? Prior to 2/08/22 - Description changed from "''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''" -> "''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''"
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[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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