Difference between revisions of "EMI dynamo"

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{{Stub|reason=General stub - basic info and analysis included. See [[Sun blocker]] for a good example of what to include}}
 
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{{Infobox main|building
 
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'''EMI dynamos''' are [[mechanoid cluster]] and quest [[condition causer]]s added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius.
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'''EMI dynamos''' are [[mechanoid cluster]] buildings and quest [[condition causer]]s added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius.
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== Summary ==
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Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike a solar flare, however, electronics will remain disabled indefinitely until the EMI dynamo is destroyed.
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Workbenches which require electricity to function, such as the [[machining table]] or [[electric stove]], will be inoperable as long as the dynamo is active. [[Heater]]s and [[cooler]]s will be disabled, which can be dangerous in extreme climates, and lead to the loss of food if freezers get too warm. Crops in [[hydroponics basin]]s will quickly die as the basin loses power, and [[sun lamp]]s will remain off. [[Turrets]], with the exception of [[mortar]]s, will also be disabled, potentially leaving a colony short of defenses. [[Pod launcher]]s are unaffected.
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Workbenches which only require fuel, or have no operating costs (such as the [[butcher table]]) will be unaffected. [[Campfire]]s and [[passive cooler]]s can be used to maintain some temperature stability. Mortars are unaffected by the dynamo and can still be used.
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[[Band node]]s from the [[Biotech DLC]] will also be disabled. [[Mechanitor]]s who rely on band nodes for increased [[bandwidth]] will lose control of mechs that exceed their bandwidth limit. If left uncontrolled for too long, gestated mechs can leave the colony or turn hostile.
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Mechanoid structures are unaffected by EMI dynamos.
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When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.
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== Analysis ==
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{{stub|section 1|reason=more analysis and strategies needed}}
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EMI dynamos are a major nuisance and potentially serious danger. Colonies that rely on electricity will be seriously and immediately affected. If the dynamo cannot immediately be attacked (such as one that spawns on another world tile), ensure the colony's food supply can be maintained. Building a [[fueled stove]] will allow cooks to continue making meals, though wood is required to operate it.
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EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, mortars can be used to destroy it from a distance.
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EMI dynamos that spawn as part of a world site will oftentimes be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. Destroying the dynamo itself and then fleeing the map tile is a valid strategy.
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[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

Revision as of 17:59, 29 January 2023

EMI dynamo

EMI dynamo

A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.

Base Stats

Type
BuildingMechanoid cluster
HP
1500
Flammability
0%

Building

Size
6 × 4
Placeable
False
Passability
impassable
Cover Effectiveness
75%
Blocks Wind
True
Destroy yield
Steel 60 + Component 1 + Plasteel 10 + Steel slag chunk 4

EMI dynamos are mechanoid cluster buildings and quest condition causers added by the Royalty DLC. Similar to a solar flare, they shut down all electronics, affecting a 10 world-tile radius around them. Upon being destroyed, they deal EMP damage in a 10 tile radius.

Summary

Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike a solar flare, however, electronics will remain disabled indefinitely until the EMI dynamo is destroyed.

Workbenches which require electricity to function, such as the machining table or electric stove, will be inoperable as long as the dynamo is active. Heaters and coolers will be disabled, which can be dangerous in extreme climates, and lead to the loss of food if freezers get too warm. Crops in hydroponics basins will quickly die as the basin loses power, and sun lamps will remain off. Turrets, with the exception of mortars, will also be disabled, potentially leaving a colony short of defenses. Pod launchers are unaffected.

Workbenches which only require fuel, or have no operating costs (such as the butcher table) will be unaffected. Campfires and passive coolers can be used to maintain some temperature stability. Mortars are unaffected by the dynamo and can still be used.

Band nodes from the Biotech DLC will also be disabled. Mechanitors who rely on band nodes for increased bandwidth will lose control of mechs that exceed their bandwidth limit. If left uncontrolled for too long, gestated mechs can leave the colony or turn hostile.

Mechanoid structures are unaffected by EMI dynamos.

When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.

Analysis

EMI dynamos are a major nuisance and potentially serious danger. Colonies that rely on electricity will be seriously and immediately affected. If the dynamo cannot immediately be attacked (such as one that spawns on another world tile), ensure the colony's food supply can be maintained. Building a fueled stove will allow cooks to continue making meals, though wood is required to operate it.

EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, mortars can be used to destroy it from a distance.

EMI dynamos that spawn as part of a world site will oftentimes be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. Destroying the dynamo itself and then fleeing the map tile is a valid strategy.