Difference between revisions of "Frenzy inducer"

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(→‎Acquisition: It can be built)
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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 = 1 ˣ 1
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| mass base = 50
 +
| flammability = 0.5
 +
| hp = 100
 +
| sell price multiplier =
 +
| power = -150
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| terrain affordance = heavy
 +
| research = Frenzy inducer
 +
| thingCategories =
 +
| work to make = 6000
 +
| resource 1 = Shard
 +
| resource 1 amount = 1
 +
| resource 2 = Bioferrite
 +
| resource 2 amount = 100
 
}}
 
}}
 
+
The '''Frenzy inducer''' is a building added by the [[Anomaly DLC]] that increases the [[move speed]] and [[Global Work Speed]] of pawns at the cost of worse [[mental breaks]].
INTRO TEXT
 
  
 
== Acquisition ==
 
== Acquisition ==
It can be built.
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{{Acquisition}}
You can unlock it in the basic part of the anomaly tab, you first need bioferrite harvesting, and sleep suppressor.
 
  
 
== Summary ==
 
== Summary ==
This building has 100 hp
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It takes 1 shard and 100 bioferrite to build
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It has a range of 8 tiles in which it gives all human pawns the '''Frenzy field''' hediff, which slowly builds up over time, taking an in-game hour to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the [[Sleep suppressor]], it will not cause a mood debuff. However, it will cause all nearby mental breaks to become the [[Berserk]] mental state, no matter the hediff level or percentage, however the [[Dead calm]]{{BiotechIcon}} gene takes priority over the frenzy inducer, leading to non-violent breaks instead.
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.
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Upon reaching maximus, it will cause mental break to always become violent, most likely: berkserk
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The Frenzy field hediff progresses in several stages:
Dead calm gene takes priority over the frenzy inducer, leading to non-violent breaks.
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* Very Mild (0% - 4.9%):
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** No effect.
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* Mild (5% - 34.9%):
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** [[Move speed]]: {{+|0.10{{CS}}}}
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** [[Global work speed]]: {{+|20%}}
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* Moderate (30% - 64.9%):
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** [[Move Speed]]: {{+|0.20{{CS}}}}
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** [[Global work speed]]: {{+|30%}}
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* Extreme (65% - 100%):
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** [[Move Speed]]: {{+|0.40{{CS}}}}
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** [[Global work speed]]: {{+|50%}}
  
 
== Analysis ==
 
== Analysis ==
this is really useful.
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The frenzy inducer can be very useful, especially if combined with the sleep suppressor, the removal of the need for sleep combined with the productivity boost creates an extremely efficient pawn. However, this comes with the risk of changing a normally harmless or less severe mental break to Berserk instead.
maybe dont use it if you feel like your colonists are going to get a bit upsetti spaghetti.
 
  
 
== Version history ==
 
== Version history ==

Latest revision as of 02:17, 20 June 2024

Frenzy inducer

Frenzy inducer

Base Stats

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

Building

Size
1 × 1
Placeable
True
Terrain Affordance
Heavy
Power
-150 W

Creation

Required Research
Frenzy inducer
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Shard 1 + Bioferrite 100
Deconstruct yield
Shard 0 - 1 + Bioferrite 50
Destroy yield
Shard 0 - 1 + Bioferrite 25

The Frenzy inducer is a building added by the Anomaly DLC that increases the move speed and Global Work Speed of pawns at the cost of worse mental breaks.

Acquisition[edit]

Frenzy inducers can be constructed once the frenzy inducer research project has been completed. Note that this research requires dark study to unlock. Each requires Shard 1 Shard, Bioferrite 100 Bioferrite and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder.

Summary[edit]

It has a range of 8 tiles in which it gives all human pawns the Frenzy field hediff, which slowly builds up over time, taking an in-game hour to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the Sleep suppressor, it will not cause a mood debuff. However, it will cause all nearby mental breaks to become the Berserk mental state, no matter the hediff level or percentage, however the Dead calmContent added by the Biotech DLC gene takes priority over the frenzy inducer, leading to non-violent breaks instead.

The Frenzy field hediff progresses in several stages:

Analysis[edit]

The frenzy inducer can be very useful, especially if combined with the sleep suppressor, the removal of the need for sleep combined with the productivity boost creates an extremely efficient pawn. However, this comes with the risk of changing a normally harmless or less severe mental break to Berserk instead.

Version history[edit]