Difference between revisions of "Nociosphere"

From RimWorld Wiki
Jump to navigation Jump to search
(in my game it last 100 insted of 90 thets the reson i em changing it)
 
(20 intermediate revisions by 14 users not shown)
Line 2: Line 2:
 
{{Stub}}
 
{{Stub}}
 
{{Spoiler}}
 
{{Spoiler}}
{{rwbox
 
|nocat=true
 
|type=warning
 
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
 
{{Infobox main<!-- Add infobox category here -->
 
{{Infobox main<!-- Add infobox category here -->
 
 
  
 
| name = Nociosphere
 
| name = Nociosphere
 +
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.<br/><br/>The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.
 +
| image = Nociosphere.png
 +
| type = Entity
 +
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}
 
}}
 
}}
  
INTRO TEXT
+
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with devastating combat capabilities.
  
 
== Acquisition ==
 
== Acquisition ==
The nociosphere will randomly appear on the map, playing a soundbyte, spawning in a docile state. Here it can be easily captured. Having a holding requirement of 0 makes this even easier as it will never randomly escape or attack.
+
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.
  
 
== Summary ==  
 
== Summary ==  
The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile & attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is unstable and suppression will soon become impossible (10 days).
+
The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile & attack.
 +
 
 +
Study will reveal it can be used as a weapon on the local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity.
 +
 
 +
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated.
 +
 
 +
If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted.
 +
 
 +
The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.
 +
 
 +
=== Yield ===
 +
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.
  
 
== Analysis ==
 
== Analysis ==
It is ''incredibly'' strong, and should be treated with '''extreme''' care when being deployed as an offensive or defensive weapon. When deployed it goes into an "onslaught mode" which lasts 100 seconds during which it will attack everyting and teleport to get closer to its targets. This means also, if deployed carelessly, that it can easily wipe out an even midgame colony due to its extremly powerfull attacks. The nociosphere IS affected by EMP weapons and can be brought down with ease.
+
Before becoming unstable, there are no downsides to farming from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Be sure to always have a pawn available for suppression to avoid an early escape.
 +
 
 +
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode.
 +
 
 +
Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:
 +
 
 +
{{Rewrite|reason=Verify, reorganize and represent information within professionally}}
 +
 
 +
The author of this note conducted several real-world tests in order to assess the combat effectiveness of the nociosphere.
 +
Although the health parameters indicate that each part of the sphere withstands 12,500 damage, in fact it is destroyed much earlier. According to tests in developer mode, she can withstand 1,500 damage, which is 10 times more than a human. It also has protection no worse than that of marine armor.
 +
Extremely effective against melee opponents due to constant teleportation and the inability to be surrounded by more than eight opponents. It can be continuously stunned by EMP grenades, which are often found among pirates. Due to its large size, it takes x200% damage from machine guns.
 +
Uses attacks:
 +
1)Agony pulse- adds +100% pain. The effect is weakened against pain-resistant Neanderthals and piggies. useless against mentally deaf creatures and mechanoids.
 +
2)Heatspikes- machine gun fire with 18 damage.
 +
3)Fleshmelter bolt- it looks like a Diabolus weapon, but it shoots instantly. Reduced damage to the mechanoids.
 +
The nociosphere was able to repel the attack of the impids with a number of 60 people, for 5,000 raid points, but failed to repel a Gorehulk attack of similar size. It may have been able to defeat 60 Gorehulks grouped tightly together, but if its opponents are distributed over the map, the nociosphere's attacks become way less efficient and its onslaught timer will run out before it was able to kill all its opponents. So beware if you are sending the nociosphere to defeat a single group of enemies, like a siege raid: it may be able to cause the raiders to flee with just a few attacks and then it has plenty of time left to teleport back to your base and end your run.
 +
 
 +
=== Colony Defense ===
 +
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raids. This may allow the sphere's loot to be obtained before it is able to disappear permanently.
 +
 
 +
=== Distractions ===
 +
The entity is hostile to ALL creatures{{Check Tag|Verify|Entities?}}, including mechanoids and wildlife.
 +
 
 +
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.
 +
 
 +
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].
 +
 
 +
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping your trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.
 +
 
 +
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.
 +
 
 +
In cases of urgency where suppression is no longer possible, a pawn can be used to kite around the Nociosphere around the map until the duration ends, do note that any creatures closest to it will change it's target and possibly bring it to your colony.
 +
 
 +
=== Direct Combat ===
 +
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.
 +
 
 +
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.
  
Once it reached the point where it can no longer be stabilised it is imperative to get rid of it as fast as possible. If possible it should be released against a threat that can keep it bussy for most of its 90 seconds of onslaught mode. If it destabilises it will enter its onslaught mode and go after everything living (not entities) until the onslaught mode is over. Once it has been released for one last time it will disappear. In the event there are no enemies, you can set it down near animals for it to target, faster animals can sometimes kite the Nociosphere until its onslaught mode deactivates.
+
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.
  
There are NO DOWNSIDES to farming from a Nociosphere as it will not destabilise faster, even when farmed. It yields 7.2 bioferrite per day when harvested. This makes it great for farming, as long as the player is aware of the risks. However, it does NOT generate electricity, and since the electroharvester will halve study yields, it is best to keep this out of the range of any electroharvesters.
+
== Trivia ==
 +
* The Nociosphere's name likely comes from the words "[https://en.wikipedia.org/wiki/Nociception nocioception]", which refers to the body's ability to feel pain, or "nocere" which is the latin word for harm/hurt.
 +
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.
  
 
== Version history ==  
 
== Version history ==  

Latest revision as of 02:46, 29 April 2024

Nociosphere

Nociosphere

A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.

The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.

Base Stats

Type
Entity
Destroy yield
Shard 2 + Steel 200 + Plasteel 100 + Steel slag chunk 0-4 + Bioferrite 35

The Nociosphere is an initially-dormant mechanical entity with devastating combat capabilities.

Acquisition[edit]

The nociosphere will randomly appear on the map, playing a sound indicating its arrival. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.

Summary[edit]

The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile & attack.

Study will reveal it can be used as a weapon on the local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning letter will notify the player 10 days before suppression will no longer lower the nociosphere's activity.

If sent out to attack, it will be active from 90-115 seconds depending on the stage of study[Verify], starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated.

If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted.

The sphere cannot be sent to a Pocket Map site, even if that site originated within the same home tile the nociosphere occupies.

Yield[edit]

The nociosphere yields 7.2 bioferrite and 720W per day.

Analysis[edit]

Before becoming unstable, there are no downsides to farming from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Be sure to always have a pawn available for suppression to avoid an early escape.

The nociosphere is incredibly strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode.

Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so[Add Details]:

The author of this note conducted several real-world tests in order to assess the combat effectiveness of the nociosphere. Although the health parameters indicate that each part of the sphere withstands 12,500 damage, in fact it is destroyed much earlier. According to tests in developer mode, she can withstand 1,500 damage, which is 10 times more than a human. It also has protection no worse than that of marine armor. Extremely effective against melee opponents due to constant teleportation and the inability to be surrounded by more than eight opponents. It can be continuously stunned by EMP grenades, which are often found among pirates. Due to its large size, it takes x200% damage from machine guns. Uses attacks: 1)Agony pulse- adds +100% pain. The effect is weakened against pain-resistant Neanderthals and piggies. useless against mentally deaf creatures and mechanoids. 2)Heatspikes- machine gun fire with 18 damage. 3)Fleshmelter bolt- it looks like a Diabolus weapon, but it shoots instantly. Reduced damage to the mechanoids. The nociosphere was able to repel the attack of the impids with a number of 60 people, for 5,000 raid points, but failed to repel a Gorehulk attack of similar size. It may have been able to defeat 60 Gorehulks grouped tightly together, but if its opponents are distributed over the map, the nociosphere's attacks become way less efficient and its onslaught timer will run out before it was able to kill all its opponents. So beware if you are sending the nociosphere to defeat a single group of enemies, like a siege raid: it may be able to cause the raiders to flee with just a few attacks and then it has plenty of time left to teleport back to your base and end your run.

Colony Defense[edit]

Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raids. This may allow the sphere's loot to be obtained before it is able to disappear permanently.

Distractions[edit]

The entity is hostile to ALL creatures[Verify], including mechanoids and wildlife.

In the event there are no enemies, the sphere can be sent near animals to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.

Active or inactive mechanoid clustersContent added by the Royalty DLC can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the mech node and unstable power cell.

A skilled animal handler or a mechanitorContent added by the Biotech DLC can use disposable animals or mechanoids to either kite or distract the sphere. The use of allowed zones can be helpful in keeping your trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.

The use of psychic rituals can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.

In cases of urgency where suppression is no longer possible, a pawn can be used to kite around the Nociosphere around the map until the duration ends, do note that any creatures closest to it will change it's target and possibly bring it to your colony.

Direct Combat[edit]

Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.

EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.

Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.

Trivia[edit]

  • The Nociosphere's name likely comes from the words "nocioception", which refers to the body's ability to feel pain, or "nocere" which is the latin word for harm/hurt.
  • The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.

Version history[edit]

CATEGORIES GO HERE