![]() - Fix: Firefoam IED radius is larger than drawn.This allows the player to purposefully shoot them to set them off. 1.1.0 - IEDs explode when bullets hit them.For dousing colonists, the pop pack is cheaper and more convenient to use. Therefore, the firefoam trap is a cheaper alternative to protect large, stationary areas from fire. Firefoam pop packs are manually triggered and completely mobile, but have a smaller radius. IED firefoam traps are cheaper than firefoam poppers, but must be manually triggered. However, they can be useful for protecting your colony from fire. Analysis Įxtinguishing your enemies isn't a particularly useful combat tactic. Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them. Make a ventilation tunnel leading to an unroofed square. My dedicated cleaners take care of the mess pretty quickly. For a full list of effects, see Firefoam. It is faster to have a colonist run in and trigger the foam than it is to fight the fires normally, and it tends to be the best option. The affected radius is about 9 tiles (thats 2 more than the beacon thingy, just so you can guesstimate) but gets shielded by walls just like an explosion. They get triggered by either catching on fire or by manual release by a colonist. When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks ( 0.25 secs) before exploding, spreading firefoam in a 9.9-tile radius, extinguishing fires and covering both the floor and nearby pawns in firefoam, preventing re-ignition. Firefoam Poppers need to be researched first. 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. 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. However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical. The random firefoam shells also in my armoury (I have no idea how I got those) then went off and prevented everything from being destroyed and the guy who punched the shells actually lived. So one easy solution when a fire gets out of control is to simply deconstruct a couple of walls and expose rooms to the outside temperature. Friendly visitors and their animals will never trigger a trap. Guy went on a tantrum and before I could even react he punched a dozen mortar shells.Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.Non-manhunting wild animals have a 25% chance to trigger the trap.Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies. ![]() ![]() The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state.IEDs are single use traps that may be triggered when a pawn of any kind walks over it. They require 2 Firefoam shells, 1,400 ticks ( 23.33 secs) of work, and a Construction skill of 3. IED firefoam traps can be constructed once the IEDs research project has been completed. ![]()
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