Difference between revisions of "Cover"

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Revision as of 11:01, 1 February 2023

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: Rubble, Sandbags, Walls, the Saguaro cactus, and even animals.

High cover consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.
Low cover consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.
Natural cover is anything that can protect you on a newly generated map.
Artificial cover is anything you build; even debris that you move could potentially count as artificial cover.

Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides.

Cover effectiveness on tiles at each angle

Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:

  • a < 15° = 100% effectiveness
  • 15° < a < 27° = 80% effectiveness
  • 27° < a < 40° = 60% effectiveness
  • 40° < a < 52° = 40% effectiveness
  • 52° < a < 65° = 20% effectiveness
  • a > 65° = 0% effectiveness

Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.

Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.

Contents: High Cover Low Cover other/unknown
Artificial Cover
Natural Cover

Natural cover

Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.

Walls

Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover. Pawns using walls as cover will fire from behind the corner of the wall.

Walls provide up to 75% cover, but is heavily affected by direction.

Chunks

Chunks provide 50% cover.

They are littered all over the map, in the form of rock or steel slag chunks. They will be used by attackers to gain an advantage over you.
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.

Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:

  • Create a dumping stockpile zone in the desired shape (typically 1 square wide).
  • The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.
  • Select chunks on the map using the "Haul things" option in the "Orders" tab of the Architect menu.
  • Wait for them to be hauled.
  • Place Colonists behind this line for cover during a firefight.

Bushes

Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.

Trees

Trees provide 25% cover.

Saguaro cactus

A saguaro cactus is a large tree-like cactus with 2 branches. They provide 35% cover.

Animals

A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. Muffalo) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.

Pawns

Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.

Artificial cover

Artificial cover is anything that you can build. (In a sense, rubble could be counted as artificial cover after you have moved it, and are using it as cover.)

Sandbags and barricades

Sandbags and barricades are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire — great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.

Sandbags and barricades both provide 55% cover. Barricades differ from Sandbags in that they are made from solid materials such as stone, wood and metals, while sandbags use textiles. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover

Walls

Walls can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.

Door

A door can be used as a high cover if it stands alone so a colonist can lean around it.

Buildings

Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.

Not cover

The following things do not provide cover.

  • resources and items that can be picked up (i.e. steel, wood logs, stone blocks)
  • plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)
  • minified items
  • power conduit; power switch
  • graves
  • dead bodies
  • spots (i.e. sleeping spot, crafting spot)

Full list

The following expandable table lists all objects that provide cover, sorted by cover effectiveness, then name.

NameCover EffectivenessHit Point
Ancient container0.75500
Animal flap0.7520
Autodoor0.75160
Bioferrite generator0.75400
Bioferrite harvester0.75200
Chemfuel powered generator0.75300
Climate adjuster0.751,500
Cooler0.75100
Door0.75160
EMI dynamo0.751,500
Electric crematorium0.75300
Electric inhibitor0.75100
Fence gate0.7520
Geothermal generator0.75500
Infinite chemreactor0.75200
Mech assembler0.75260
Mech booster0.75150
Mech capsule0.75180
Mech high-shield0.75200
Mech low-shield0.75200
Mech node0.7550
Noctolith0.751,000
Nutrient paste dispenser0.75350
Pod launcher0.75200
Psychic droner0.751,500
Psychic suppressor0.751,500
Sensor cluster0.75100
Ship computer core0.75150
Ship engine0.75400
Ship reactor0.75500
Ship structural beam0.75400
Smoke spewer0.751,500
Spacedrone0.751,000
Sun blocker0.751,500
Toxic spewer0.751,500
Toxifier generator0.75300
Vent0.75100
Wall0.75300
Watermill generator0.75400
Weather controller0.751,500
Wood-fired generator0.75300
Ancient fence0.5550
Barricade0.55300
Sandbags0.55300
Ancient ATM0.5200
Ancient air conditioner0.5200
Ancient car0.5600
Ancient car frame0.5350
Ancient comms console0.5250
Ancient concrete barrier0.5500
Ancient cryptosleep casket0.5250
Ancient cryptosleep pod0.5200
Ancient display bank0.5250
Ancient dropship0.54,000
Ancient dropship engine0.52,000
Ancient engine block0.5350
Ancient equipment blocks0.5200
Ancient exostrider cannon0.52,000
Ancient exostrider head0.51,500
Ancient exostrider leg0.51,000
Ancient exostrider midsection0.53,000
Ancient generator0.5250
Ancient giant wheel0.5300
Ancient hydrant0.5200
Ancient jet engine0.52,000
Ancient kitchen sink0.5200
Ancient large crate0.5220
Ancient locker bank0.5200
Ancient long crate0.5180
Ancient machine0.5300
Ancient macro-engine block0.5600
Ancient microwave0.5200
Ancient oven0.5200
Ancient pipeline section0.5400
Ancient pipes0.550
Ancient pod car0.5600
Ancient postbox0.5200
Ancient refrigerator0.5200
Ancient ruined APC0.52,000
Ancient ruined tank0.52,000
Ancient security turret0.5100
Ancient shopping cart0.5150
Ancient small crate0.5150
Ancient storage cylinder0.5250
Ancient stove0.5200
Ancient tank trap0.5500
Ancient toilet0.5200
Ancient troop carrier0.51,800
Ancient truck0.5600
Ancient vending machine0.5250
Ancient warspider remains0.54,000
Ancient warsprinter remains0.51,800
Ancient warwalker claw0.52,000
Ancient warwalker foot0.5600
Ancient warwalker leg0.52,000
Ancient warwalker shell0.52,000
Ancient warwalker torso0.54,000
Ancient washing machine0.5200
Ancient wheel0.5150
Art bench0.5180
Auto charge turret0.5180
Auto inferno turret0.5180
Autocannon turret0.5380
Biofuel refinery0.5200
Biosculpter pod0.5250
Brewery0.5180
Butcher table0.5180
Comms console0.5250
Cryptosleep casket0.5250
Deep drill0.5300
Defoliator0.5400
Drug lab0.5120
Dryad cocoon0.5150
Electric smelter0.5180
Electric smithy0.5180
Electric stove0.5180
Electric tailor bench0.5180
Fabrication bench0.5300
Fueled smithy0.5180
Fueled stove0.5180
Gaumaker pod0.5150
Gibbet cage0.5150
Grand altar0.5350
Grand sculpture0.5300
Grand stele0.5400
Growth vat0.5500
Hand tailor bench0.5180
Hi-tech research bench0.5250
Hive0.5130
Hopper0.5100
Large altar0.5250
Large mech gestator0.5350
Large sculpture0.5150
Large stele0.5200
Machining table0.5180
Mech gestator0.5250
Medium altar0.5150
Multi-analyzer0.5200
Rock chunk0.5300
Sarcophagus0.5250
School desk0.575
Security crate0.5400
Shard inhibitor0.5100
Ship chunk0.5300
Ship cryptosleep casket0.5200
Simple research bench0.5250
Skullspike0.5150
Small altar0.550
Solar generator0.5300
Stasis cocoon0.5150
Steel slag chunk0.5300
Stonecutter's table0.5180
Styling station0.5120
Terror sculpture0.5150
Tool cabinet0.5100
Transport pod0.5250
Uranium slug turret0.5380
Wastepack atomizer0.5500
Wind turbine0.5150
Fermenting barrel0.45100
Ancient bed0.4140
Ancient system rack0.4250
Armchair0.4120
Auto mortar0.4260
Band node0.4150
Battery0.4100
Bed0.4140
Billiards table0.4250
Chess table0.4100
Deathrest accelerator0.4200
Deathrest casket0.4200
Double bed0.4200
Drape0.4100
Dresser0.4120
End table0.475
Foam turret0.4100
Glucosoid pump0.4200
Grand meditation throne0.4350
Ground-penetrating scanner0.4200
Heater0.4100
Hemogen amplifier0.4200
Hemopump0.4200
Hermetic crate0.4250
Holding platform0.4500
Hospital bed0.4150
Long-range mineral scanner0.4250
Meditation throne0.4150
Mini-slugger turret0.4100
Mini-turret0.4100
Mortar0.4180
Passive cooler0.480
Poker table0.4250
Psychofluid pump0.4200
Reliquary0.4350
Rocketswarm launcher0.4200
Royal bed0.4200
Shelf0.4100
Small shelf0.450
Table (1x2)0.475
Table (2x2)0.4100
Table (2x4)0.4150
Table (3x3)0.4175
Timbershroom0.4200
Tube television0.4100
Urn0.440
Vanometric power cell0.4200
Ancient mega-cannon platform0.351,200
Dining chair0.35100
Drum0.35100
Flatscreen television0.3580
Lectern0.35100
Lightball0.35100
Loudspeaker0.35100
Megascreen television0.3585
Pew0.35100
Saguaro cactus0.35130
Small sculpture0.3590
Snowman0.3550
Unstable power cell0.35200
Void sculpture0.3590
Ancient barrel0.3100
Ancient crate0.3100
Ancient nav beacon0.350
Ancient operating table0.3140
Ancient unstable fuel node0.350
Egg box0.350
Firefoam popper0.350
Hydroponics basin0.3180
Mechband antenna0.380
Mechband dish0.3150
Slab bed0.3140
Slab double bed0.3200
Subcore encoder0.3200
Subcore ripscanner0.3250
Subcore softscanner0.3250
Toy box0.350
Ancient lamppost0.25300
Ancient mechanoid shell0.25150
Anima tree0.25400
Bamboo tree0.25200
Birch tree0.25200
Cecropia tree0.25200
Cocoa tree0.25200
Column0.25160
Count-down activator0.25100
Cypress tree0.25200
Drago tree0.25200
Fence0.2540
Gauranlen tree0.25300
Harbinger tree0.25230
Maple tree0.25200
Mech drop beacon0.25100
Neural supercharger0.25100
Oak tree0.25200
Palm tree0.25200
Pebble cactus0.25200
Pine tree0.25200
Poplar tree0.25200
Proximity activator0.25100
Teak tree0.25200
Willow tree0.25200
Agave0.2120
Alocasia0.2120
Ancient enemy terminal0.2200
Ancient lamp0.250
Ancient terminal0.2200
Autobong0.280
Berry bush0.2120
Bonsai pot0.280
Burned stump0.2100
Bush0.2120
Campfire0.280
Chopped stump0.2100
Clivia0.2120
Game-of-Ur board0.290
Giant rafflesia0.2120
Glow pod0.250
Plant pot0.275
Psychic emanator0.2100
Sleep accelerator0.2100
Smashed stump0.2100
Standing lamp0.250
Stool0.275
Sun lamp0.250
Vitals monitor0.2100
Ancient mech drop beacon0.1550
Ancient mega-cannon barrel0.15900
Animal bed0.15140
Animal sleeping box0.1575
Blood torch0.1575
Brazier0.1580
Darklight brazier0.1580
Darktorch0.1575
Fungus darktorch0.1575
Moisture pump0.1550
Orbital trade beacon0.1575
Pen marker0.15100
Ship landing beacon0.1575
Telescope0.1575
Torch lamp0.1575
Ancient razor wire0.130
Kneel pillow0.0520
Kneel sheet0.0540
Bonsai tree0.0185