Difference between revisions of "Proximity activator"

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{{Royalty}}{{Stub}}{{infobox main|building|
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{{Royalty}}
|name = Proximity activator
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{{Stub|reason=Format standard and detail on mechanics}}
|image = ActivatorProximity.png
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{{Infobox main|building
|description = A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.
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| name = Proximity activator
|type = Building
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| image = ActivatorProximity.png
|type2 = Mechanoid cluster
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| description = A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.
|placeable = false
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| type = Building
|path cost = 30
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| type2 = Mechanoid cluster
|passability = pass through only
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| placeable = false
|blockswind = true
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| path cost = 30
|cover = 0.25
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| passability = pass through only
|size = 1 ˣ 1
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| blockswind = true
|flammability = 0
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| cover = 0.25
|hp = 100
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| size = 1 ˣ 1
|beauty = -20
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| flammability = 0
|glowradius = 2
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| hp = 100
|glowcolor = (115, 35, 20)
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| beauty = -20
|deconstruct yield = {{Icon small|Plasteel}} 3.5
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| glowradius = 2
|destroyyield = {{Icon small|Plasteel}} 1.75
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| glowcolor = (115, 35, 20)
|page verified for version = 1.3.3117
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| deconstruct yield = {{Icon Small|Plasteel}} 3.5
 +
| destroyyield = {{Icon Small|Plasteel}} 1.75
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| page verified for version = 1.3.3117
 
}}
 
}}
 
'''Proximity activators''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. They activate after {{Ticks|1200}}, and then wake up the cluster when any human steps within a 12.9 tile radius.
 
'''Proximity activators''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. They activate after {{Ticks|1200}}, and then wake up the cluster when any human steps within a 12.9 tile radius.
  
==Trivia==
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== Trivia ==
 
Like all mech cluster buildings, they 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.
 
Like all mech cluster buildings, they 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.
  
 
== Version history ==
 
== Version history ==
* [[Royalty DLC]] Release - Added
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* [[Royalty DLC]] Release - Added.
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* [[Version/1.4.3523|1.4.3523]] - Fix: Proximity activator is not triggered by [[skip]] psycasts happening in its range.
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* [[Version/1.4.3555|1.4.3555]] - Fix: [[Farskip]]ping a pawn into a range of an expired proximity sensor will trigger it again.
  
{{nav|mechanoid}}
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{{nav|mechanoid|wide}}
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[[Category:Mechanoid Cluster]]

Latest revision as of 13:38, 20 January 2024

Proximity activator

Proximity activator

A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.

Base Stats

Type
BuildingMechanoid cluster
Beauty
-20
HP
100
Flammability
0%
Path Cost
30

Building

Size
1 × 1
Placeable
False
Passability
pass through only
Cover Effectiveness
25%
Blocks Wind
True
Light Radius
0.42

Creation

Deconstruct yield
Plasteel 3.5
Destroy yield
Plasteel 1.75

Proximity activators are Mechanoid cluster buildings added by the Royalty DLC. They activate after 1,200 ticks (20 secs), and then wake up the cluster when any human steps within a 12.9 tile radius.

Trivia[edit]

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the 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.

Version history[edit]

  • Royalty DLC Release - Added.
  • 1.4.3523 - Fix: Proximity activator is not triggered by skip psycasts happening in its range.
  • 1.4.3555 - Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.