Editing Mechanoid cluster

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 6: Line 6:
 
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy [[mechanoids]], walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.
 
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy [[mechanoids]], walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.
  
Defeating an mechanoid cluster grants a {{+|4}} ''Defeated mech cluster'' [[mood]] buff to all colonists and colony-owned slaves on the map. This buff lasts 10 days and stacks up to 5 times.
+
Defeating an mechanoid cluster grants a {{+|4}} ''Defeated mech cluster'' [[mood]] buff to all colonists{{Check Tag|Noncolonists?|Slaves, friendly NPCs etc?}} on the map. This buff lasts 10 days and stacks up to 5 times.
  
 
== Building types ==
 
== Building types ==
Line 128: Line 128:
 
== Trivia ==
 
== Trivia ==
 
* All mech cluster buildings, not including the condition causers, not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.
 
* All mech cluster buildings, not including the condition causers, not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.
* Mech Clusters do not spawn elite mechanoids normally summoned by a Mechinator in [[Biotech]].
+
* Mech Cluster does not spawn elite mechanoid called over by Mechinator or any military mechanoid exclusive to [[Biotech]] with the exception of Militor.{{Check Tag|Verify}}
  
 
== Version history ==
 
== Version history ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)