Difference between revisions of "Infestation"

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Infestations are an [[event]] and are a big threat. They can happen randomly or can be caused by a [[quest]], quests will warn you if this is an outcome.
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'''Infestations''' are an [[event]] and a serious threat in which a number of [[hive]]s are spawned, alongside [[insectoid]] defenders. They can happen randomly or can be caused by a [[quest]]; quests will warn you if this is an outcome.  Infestations can also occur upon entering rooms in an [[Quests#Ancient_Complex|ancient complex]]; you will get no specific warning for this quest.
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Defeating an infestation grants a {{+|4}} ''Defeated insect hive'' [[mood]] buff to all pawns on the map. This buff lasts 10 days and stacks up to 5 times.
  
 
== Spawning ==
 
== Spawning ==
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[[File:PSA INFESTATIONS.PNG|350px|thumb|right|Blue squares show an area with a chance of infestations spawning.]]
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[[File:PSA INFESTATIONS_2.PNG|225px|thumb|right|Making 1x1 squares will usually eliminate bugs.<br>But if a 1x2 area has a ''single'' mountain roof - regardless if the other tile is mountain or not - then it can spawn infestations.]]
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Natural infestations require an area larger than 1x1, where at least one tile has the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]]. They are centered around a single "valid" tile, which must have a temperature higher than -17°C (1.4°F). Temperatures under -8°C (17.6°F) will gradually reduce the spawn chances, as does light.
  
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C (17.6°F) gradually reduce the spawn chances, with the chance dropping to zero at -17°C (1.4°F). A well-lit base discourages insects from nesting, though it can still happen.  
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[[Hive]]s and [[insectoid]]s will spawn within a given radius, regardless of whether those tiles are valid. A hive does not have to spawn on an infestation's center point. The initial size of an infestation is based on [[raid points]], so infestations will get bigger as the game progresses. If the size of the event is larger than the "valid" space, it will happily expand to appear in nearby "invalid" areas, even if those areas are not directly connected.  
  
Upon spawning, infestation choose a single "valid" tile, i.e. one with Overhead Mountain and a temperature higher than -17°C (1.4°F), then spawn the hives in any available spot within a certain<!-- 15 tile?--> radius, regardless of whether those tiles are "valid" or not. Note that a hive may or may not spawn in the triggering tile.  
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If generated from a quest, Infestations may spawn outside in the open.
  
This has two primary consequences. The first is, when spawn proofing a base, care must be taken to remove all valid tiles as even a single warm tile can cause a full infestation.
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===Deep Drilling===
Secondly, infestations can spread into seemingly safe areas, even if there is a wall between it and the spawning area. This is especially frequent with late game infestations, which are usually quite large and thus have larger spawn radii. This has the effect of allowing them to spawn pretty far inside your base.
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Alternatively, insectoid infestations can spawn from digging from a [[deep drill]]. They don't seem to appear outside of active digging. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.  
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The regular "spawn-proofing" tactics are hard to apply - you typically don't want colonists too cold. However, you can simply avoid deep drilling, or prepare in advance when you do.
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===Preventing Spawn===
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When spawn proofing a base, be thorough - even a single warm tile can cause a full infestation. If there is ''any'' valid tile, infestations can spread nearby into seemingly safe areas, even if there is a wall many tiles thick between.
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As they require more than 1x1 of overhead mountain, you only need to build walls every second square. Only walls are capable of stopping infestations; columns and doors do not work. Note that an overhead mountain square next to an open "thin roof" area is also a valid spawn point.
  
 
== Behavior ==
 
== Behavior ==
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[[File:Insectoid hive aggro range.png|thumb|left|Range at which insects will defend a hive]]
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[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives and spend their time roaming around them.They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping, provided they are not woken up.
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They will randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.
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If any of the insectoids are downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the progress. Even if outside [[raider]]s or other factors (like hypothermic slowdown) down them, they will be aggressive. If insectoids don't see hostiles within 100 tiles, they will give up and return to their hives.
  
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives to defend them, attacking and chasing any intruder within a radius of 30 to 35 tiles and returning to their hives once the threat is gone.  They will also randomly dig at rocks to expand their hive.
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If the hives and insectoid colony are left intact, they will reproduce, progressively growing more numerous. But if all Megaspiders or Spelopedes are killed, the hive(s) will deteriorate due to lack of maintenance.
  
 
== Strategy ==
 
== Strategy ==
 
 
{{main|Defense tactics#Infestations}}
 
{{main|Defense tactics#Infestations}}
  
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance.  When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started. One way of dealing with infestations in mountain bases is to make the structure with non-flammable materials and wood floors/furniture on the inside. Once you have done this you can place an [[IED incendiary trap]] so insects trigger them and light themselves on fire with minimal risk to the rest of your base.
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Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. In other bases, they are much less harmful - around a normal level threat. When fighting an infestation always ensure you ''completely annihilate every hive''. If even one is left, insectoids can keep spawning and leave you back where you started.  
  
=== Mitigation ===
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Insectoids are melee fighters, so colonists with ranged equipment can try to kill them from a safe distance.
  
If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C (17.6°F) have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.
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One way of dealing with infestations is with [[fire]]. In rooms with overhead mountain, use wooden floors on the inside, but non-flammable materials outside so that the fire doesn't spread. An [[IED incendiary trap]] or even a [[molotov cocktail]] will promptly cook the insectoids alive.
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Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them, or doing construction near the insectoids, will wake them up. They also wake up when their individual need for rest has been filled, so be prepared (with all items staged in a nearby stockpile) and act quickly once they're asleep.
  
[[File:Planned infestation.jpg|400px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]
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When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.
  
If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects when they appear. (Though never rely on this completely unless you know exactly what you are doing. If your base is in a mountain, be prepared for infestations no matter what.)
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=== Mitigation ===
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[[File:Planned infestation.jpg|300px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]
  
Another good tactic to avoid or minimize this risk of them spawning in your base is by strip mining into many different mountain areas. If you then segment the spaces under the mountain into rooms around 20-40 cells big, this will allow more spaces for the infestations to spawn, and can help drastically odds of one spawning in your base, that they may rarely spawn in your base.
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Insects are more likely to spawn in darkness, in "warm enough" temperatures, above -8°C (17.6°F). If you bait insects to spawn in a more convenient location, there's a smaller chance of them spawning inside your base.
  
If the hives are kept intact, they will reproduce progressively. If all Megaspiders or Spelopedes are killed, the hives will deteriorate due to lack of maintenance.
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If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects withfire when they appear. Never rely on this completely unless you know exactly what you are doing - if your base is in a mountain, be prepared for infestations no matter what.
  
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Another good tactic to minimize the risk of them spawning in your base is to strip mine into many different mountain areas. If you then segment the spaces under the mountain into rooms around 20-40 cells big, this will allow more spaces for the infestations to spawn, and drastically lower the odds of one spawning in your base.
 
<br style="clear:both" />
 
<br style="clear:both" />
  
 
== Products ==
 
== Products ==
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[[File:Infestation.png|400px|thumb|left|The arrow points to the hive itself; to the right is a glowpod. Several stacks of jelly are also next to the hive, along with the usual suspects.]]
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===Hives===
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Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony.  You can retrieve the jelly when the insects are asleep.
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Hives also spawn [[glow pod]]s, which provide light for 20 days. These can be re-installed in your base once insectoids are destroyed.
  
Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony. You can retrieve the jelly when the insects are asleep. <br>
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===Meat===
Hives also spawn [[glow pod]]s, which provide light for 20 days (as long as they’re installed). These can only be reinstalled should the hive be destroyed in version stable 1.0.
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Insects will give [[insect meat]] when butchered. While colonists usually dislike eating insects, it is only a -3 [[mood]]let when cooked - a [[carnivore fine meal]] is a net +2 mood from [[simple meal]]s. Insect meat can also be converted into [[chemfuel]] from a [[biofuel refinery]], or sold as [[meal]]s with no penalty.
  
[[File:Infestation.png|400px]]
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If the "[[Ideoligion#Insect meat|Insect Meat: Loved]]"{{IdeologyIcon}} precept is used, colonies can be fed exclusively on insect meat and be ecstatic about it.
  
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===Taming===
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If you destroy all hives of an infestation, then any insects that are [[downed]] will become neutral. [[Megaspider]]s are an advanced trainability [[animal]] that can be tamed without a manhunter chance.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 23:52, 30 January 2023

Infestations are an event and a serious threat in which a number of hives are spawned, alongside insectoid defenders. They can happen randomly or can be caused by a quest; quests will warn you if this is an outcome. Infestations can also occur upon entering rooms in an ancient complex; you will get no specific warning for this quest.

Defeating an infestation grants a +4 Defeated insect hive mood buff to all pawns on the map. This buff lasts 10 days and stacks up to 5 times.

Spawning

Blue squares show an area with a chance of infestations spawning.
Making 1x1 squares will usually eliminate bugs.
But if a 1x2 area has a single mountain roof - regardless if the other tile is mountain or not - then it can spawn infestations.

Natural infestations require an area larger than 1x1, where at least one tile has the overhead mountain roof, within 30 tiles of a colony structure. They are centered around a single "valid" tile, which must have a temperature higher than -17°C (1.4°F). Temperatures under -8°C (17.6°F) will gradually reduce the spawn chances, as does light.

Hives and insectoids will spawn within a given radius, regardless of whether those tiles are valid. A hive does not have to spawn on an infestation's center point. The initial size of an infestation is based on raid points, so infestations will get bigger as the game progresses. If the size of the event is larger than the "valid" space, it will happily expand to appear in nearby "invalid" areas, even if those areas are not directly connected.

If generated from a quest, Infestations may spawn outside in the open.

Deep Drilling

Alternatively, insectoid infestations can spawn from digging from a deep drill. They don't seem to appear outside of active digging. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.

The regular "spawn-proofing" tactics are hard to apply - you typically don't want colonists too cold. However, you can simply avoid deep drilling, or prepare in advance when you do.

Preventing Spawn

When spawn proofing a base, be thorough - even a single warm tile can cause a full infestation. If there is any valid tile, infestations can spread nearby into seemingly safe areas, even if there is a wall many tiles thick between.

As they require more than 1x1 of overhead mountain, you only need to build walls every second square. Only walls are capable of stopping infestations; columns and doors do not work. Note that an overhead mountain square next to an open "thin roof" area is also a valid spawn point.

Behavior

Range at which insects will defend a hive

Insectoids (Megascarabs, Megaspiders and Spelopedes) will spawn near hives and spend their time roaming around them.They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping, provided they are not woken up.

They will randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.

If any of the insectoids are downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the progress. Even if outside raiders or other factors (like hypothermic slowdown) down them, they will be aggressive. If insectoids don't see hostiles within 100 tiles, they will give up and return to their hives.

If the hives and insectoid colony are left intact, they will reproduce, progressively growing more numerous. But if all Megaspiders or Spelopedes are killed, the hive(s) will deteriorate due to lack of maintenance.

Strategy

Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. In other bases, they are much less harmful - around a normal level threat. When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started.

Insectoids are melee fighters, so colonists with ranged equipment can try to kill them from a safe distance.

One way of dealing with infestations is with fire. In rooms with overhead mountain, use wooden floors on the inside, but non-flammable materials outside so that the fire doesn't spread. An IED incendiary trap or even a molotov cocktail will promptly cook the insectoids alive.

Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them, or doing construction near the insectoids, will wake them up. They also wake up when their individual need for rest has been filled, so be prepared (with all items staged in a nearby stockpile) and act quickly once they're asleep.

When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.

Mitigation

An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.

Insects are more likely to spawn in darkness, in "warm enough" temperatures, above -8°C (17.6°F). If you bait insects to spawn in a more convenient location, there's a smaller chance of them spawning inside your base.

If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects withfire when they appear. Never rely on this completely unless you know exactly what you are doing - if your base is in a mountain, be prepared for infestations no matter what.

Another good tactic to minimize the risk of them spawning in your base is to strip mine into many different mountain areas. If you then segment the spaces under the mountain into rooms around 20-40 cells big, this will allow more spaces for the infestations to spawn, and drastically lower the odds of one spawning in your base.

Products

The arrow points to the hive itself; to the right is a glowpod. Several stacks of jelly are also next to the hive, along with the usual suspects.

Hives

Hives spawn insect jelly in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony. You can retrieve the jelly when the insects are asleep.

Hives also spawn glow pods, which provide light for 20 days. These can be re-installed in your base once insectoids are destroyed.

Meat

Insects will give insect meat when butchered. While colonists usually dislike eating insects, it is only a -3 moodlet when cooked - a carnivore fine meal is a net +2 mood from simple meals. Insect meat can also be converted into chemfuel from a biofuel refinery, or sold as meals with no penalty.

If the "Insect Meat: Loved"Content added by the Ideology DLC precept is used, colonies can be fed exclusively on insect meat and be ecstatic about it.

Taming

If you destroy all hives of an infestation, then any insects that are downed will become neutral. Megaspiders are an advanced trainability animal that can be tamed without a manhunter chance.