|This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled.|
An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.
- 2 × 2
- pass through only
- Cover Effectiveness
- Terrain Affordance
- -150 W
- Light Radius
Autobongs can be constructed once the Microelectronics research to be completed if the High life meme is part of the constructor's ideoligion. It requires 100 Stuff (Metallic/Woody), 25 Smokeleaf leaves, 3 Components.
|This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How is the radius affected by walls? Does it go thru vents like gases? Etc.|
It outputs light in a 10 tile radius, with the nearest 7.175 tiles being above 50% light level and considered lit.
While running, it produces a smoke cloud in a radius of 5 tiles around itself. Any non-mechanoid pawn inside that cloud is affected by the smokeleaf high, with severity increasing by 0.005 per second. This smoke cloud does not affect shooting accuracy, unlike blind smoke.
|This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General detail, especially on weaponized autobongs. How should autobongs be set up in a killbox?.|
As a drug
The autobong causes a smokeleaf high, providing +13 mood for −30% Consciousness, a further −10% Moving (for -40% total), and a few other downsides. Consciousness, in turn, impacts almost everything a colonist can do. The smokeleaf high lasts for the duration they stay in the cloud. And once you leave the cloud, the duration persists for ~5% the length a pawn has stayed in the cloud. This is before considering the effects of drug tolerance. Be careful, as if a pawn with a Consciousness of 30% or below passes through a smoke cloud for an extended period of time, they will die from a lack of consciousness.
The Consciousness and Moving debuffs severely inhibit a colonist's ability to do work. "Therapy bedrooms" can be created by placing an autobong in a room and unhappy pawns can be swapped in and out when needed.
Compared to actual smokeleaf joints, each joint costs 4 Smokeleaf leaves and lasts for up to 12 hours. The autobong consumes 1.66 smokeleaf leaves per day, and lasts for x1.05 the duration you stay in the cloud. It can also affect multiple pawns at once. Therefore, pawns using the autobong for at least 4.7 combined hours per day running is more efficient than actual smokeleaf joints for high duration. Note that joints give a burst of chemical Recreation, which can equate to more mood faster.
Smokeleaf joints have to be made for 450 ticks (7.5 secs), while autobongs just need to be hauled to. In contrast, autobongs are stationary, which can make a single autobong inconvenient.
Autobongs bypass "no drug use" precepts, and thus are useful for keeping guests happy.
As a weapon
It can be used offensively to provide a consciousness penalty to raiders, providing a modest penalty to their aiming and movement. Care should be taken to put it within range of the entrance while still putting it as far out of harm's way as possible. Be careful not to let your pawns restock it while a raid is in progress. It is possible too make a separate room and put the autobongs there and use ventsto prevent raiders from destroying the autobongs.
|Autobong||Beauty||Work to Build||HP||Flammability||Market|
|Gold||20||ticks (12 secs)720||48||0%||10,140|
|Plasteel||0||ticks (29.33 secs)1,760||224||0%||1,040|
|Silver||6||ticks (13.33 secs)800||56||0%||1,140|
|Steel||0||ticks (13.33 secs)800||80||0%||330|
|Uranium||0||ticks (25.33 secs)1,520||200||0%||740|
|Wood||0||ticks (9.33 secs)560||52||0%||260|
- Ideology DLC Release - Added.
- 1.3.3200 - Now satisfies smokeleaf dependency. Mechanoids are no longer affected by the smoke cloud.