IED firefoam trap
IED firefoam trap
A pair of firefoam shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
Creation
- Required Research
- Ieds
- Skill Required
- Construction 3
- Work To Make
- 1,400 ticks (23.33 secs)
- Destroy yield
- nothing
- thingCategories
- BuildingsSecurity
IED firefoam traps are landmines that harmlessly explode, spreading firefoam in a radius when tripped.
Acquisition[edit]
IED firefoam traps can be constructed once the ieds research project has been completed. Each requires 2 Firefoam shells, 1,400 ticks (23.33 secs) of work modified by the construction speed of the builder, and a construction skill of 3.
Summary[edit]
Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.
- The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
- Non-manhunting wild animals have a 25% chance to trigger the trap.
- Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.[Friendly Mechanoids?]
- Friendly visitors and their animals, as well as revenants and sightstealers will never trigger a trap.
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.
In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP.
When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks (0.25 secs) before exploding, spreading firefoam in a 9.9-tile radius, extinguishing fires and covering both the floor and nearby pawns in firefoam, preventing re-ignition. For a full list of effects, see Firefoam.
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.[Verify]
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General use, value prop, strats etc.. |
Extinguishing your enemies isn't a particularly useful combat tactic. However, they can be useful for protecting your colony from fire.
IED firefoam traps are cheaper than firefoam poppers, but must be manually triggered.[Damage?] Firefoam pop packs are manually triggered and completely mobile, but have a smaller radius. Therefore, the firefoam trap is a cheaper alternative to protect large, stationary areas from fire. For dousing colonists, the pop pack is cheaper and more convenient to use.
They do have a rare combat niche for Sightstealer swarms and Revenant hunting, IED Firefoam traps can be used preferably in conjunction with Proximity detectors to reveal them, do note that Sightstealers and Revenants do not trigger traps so the IED must be shot.
Version history[edit]
- 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
- 1.3.3066 - Fix: Firefoam IED radius is larger than drawn.