Difference between revisions of "Frenzy inducer"

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| type = Building
 
| type = Building
 
| type2 = Anomaly (Buildings)
 
| type2 = Anomaly (Buildings)
 +
| marketvalue = 495
 +
| placeable = true
 +
| path cost =
 +
| passability =
 +
| blockswind =
 +
| cover =
 +
| minifiable =
 +
| size =
 +
| mass base = 50
 +
| flammability = 0.5
 +
| hp = 100
 +
| sell price multiplier =
 +
| power = -150
 +
| terrain affordance = heavy
 +
| research = Frenzy inducer
 +
| thingCategories =
 +
| work to make =
 +
| resource 1 = Shard
 +
| resource 1 amount = 1
 +
| resource 2 = Bioferrite
 +
| resource 2 amount = 100
 +
}}
 
}}
 
}}
  

Revision as of 18:52, 19 May 2024

Frenzy inducer

Frenzy inducer

Base Stats

Type
BuildingAnomaly (Buildings)
Market Value
495 Silver
Mass
50 kg
HP
100
Flammability
50%

Building

Placeable
True
Terrain Affordance
Heavy
Power
-150 W

Creation

Required Research
Frenzy inducer
Resources to make
Shard 1 + Bioferrite 100
Deconstruct yield
Shard 0 - 1 + Bioferrite 50
Destroy yield
Shard 0 - 1 + Bioferrite 25

}}

INTRO TEXT

Acquisition

It can be built. You can unlock it in the basic part of the anomaly tab, you first need bioferrite harvesting, and sleep suppressor.

Summary

This building has 100 hp It takes 1 shard and 100 bioferrite to build It has a range of 8 tiles in which it gives your colonists the frenzy field hediff, which at its peak gives them 0.40 speed and a 50& global speed work buff. Upon reaching maximus, it will cause mental break to always become violent, most likely: berkserk Dead calm gene takes priority over the frenzy inducer, leading to non-violent breaks.

Analysis

The frenzy inducer can be very usefull, especially if combined with the sleep supressor. However this comes at a cost of mood the player should always keep an eye on.

Version history