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  • ...]]s, but if used carefully, you can make a [[Defense tactics#Mountain trap|trap]] to instantly kill incoming threats.
    1 KB (211 words) - 20:39, 10 February 2024
  • ...tarts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged. ...using a [[mortar]] or used as material to make an [[IED antigrain warhead trap]]. It both does massive damage and has a large blast radius, making it exce
    6 KB (907 words) - 12:43, 27 February 2024
  • * [[IED tox trap]] ...of time for the density to fall below 50% at a given distance from the tox trap. General [[Gas|gas]] mechanics apply, meaning separate sources are additive
    6 KB (985 words) - 01:07, 27 January 2024
  • * Enemies remember trap positions that their faction has encountered before, and avoid them. * Added [[deadfall trap]]: A simple rearmable trap that falls on enemies and damages them.
    9 KB (1,426 words) - 02:53, 7 November 2023
  • [[File:Ancient danger traps.png|thumb|400px|right|A [[spike trap]] tunnel, likely able to kill anything short of [[centipede]]s.<br>Build th The [[spike trap]] tunnel on the right is likely to take out [[scyther]]s, [[lancer]]s, and
    11 KB (1,473 words) - 16:42, 25 April 2024
  • Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and ...estroyPart<ref>See [[#Overkill prevention|Overkill prevention]]</ref> !! [[Death]] Message<ref>{0} represents a pawn's name.</ref> !! General Injury !! Skin
    23 KB (3,529 words) - 10:11, 17 April 2024
  • ...cade]]s or [[straw matting]] where you want things to burn. Then, lure and trap [[raider]]s (or other enemies) inside. ...roke. Heatstroke ignores the usual [[AI Storytellers#Enemy death on downed|death on downed]] chance with combat, allowing you to easily capture pawns and re
    8 KB (1,210 words) - 05:37, 22 April 2024
  • ...pod crashes]] or [[raiders]]). It is certainly possible to rely on [[spike trap]]s at the start, but being incapable of Violence is ill-advised. And, of co ...e in, and deconstructing ruins. You need 3 Construction to build a [[spike trap]], and 4 Construction for electrical equipment like [[wind turbine]]s.
    32 KB (5,488 words) - 18:25, 22 April 2024
  • ...]]s, [[incendiary launcher]]s, [[incendiary shell]]s and [[IED incendiary trap|IED traps]], [[phoenix armor]]{{RoyaltyIcon}}, and [[flamebow]]s{{BiotechIc * [[Boomalope]]s and [[boomrat]]s will cause fire on [[death]].
    10 KB (1,606 words) - 05:54, 6 March 2024
  • ...pawn location on your base map, you can prepare this area to automatically trap and kill the insects with fire when they appear. ...wood floor]]. You can either use [[molotov cocktail]]s or [[IED incendiary trap]]s to do the work.
    12 KB (1,929 words) - 09:29, 14 April 2024
  • ...to face a brutal, unfair challenge where even great skill may not prevent death. | The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are
    28 KB (3,885 words) - 11:51, 31 December 2023
  • ...- the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]]. * '''Other trap methods:''' [[Heatstroke]] could feasibly be used to kill the thrumbo. [[Fi
    14 KB (2,174 words) - 20:37, 28 January 2024
  • * Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar * Fix: Killing a slave in a slave rebellion causes 'Witnessed ally's death' thought
    8 KB (1,266 words) - 12:50, 2 November 2022
  • At the very beginning your most primitive [[security]] choices are [[spike trap]], [[sandbags]], and [[rock chunks]]. You will need to find a balance betwe {{Main|Spike trap}}
    67 KB (11,329 words) - 05:28, 21 April 2024
  • * Info card for [[surgery|surgeries]] now shows the chance of death upon failure. * Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
    16 KB (2,639 words) - 01:34, 8 May 2023
  • ...m [[steel slag chunk|slag]]. You will need a lot of steel to build [[spike trap]]s, as that will be your go-to defensive structure. And you'll need even mo ...lope and boomrats from a distance to avoid having a colonist caught in its death explosion.
    38 KB (6,562 words) - 01:51, 22 April 2024
  • ...troke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached. ...Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a neces
    25 KB (3,819 words) - 11:09, 28 January 2024
  • ...melee, so have them fight back instead of letting the animal chew them to death. ...e anything that attacks them. This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not b
    100 KB (16,750 words) - 21:44, 24 April 2024
  • | NAME gets a rush from hurting people, and never minds the sight of blood or death. ...made out of human skin<br/>{{+|8}} mood bonus for witnessing a stranger's death<br/>{{+|13}} mood bonus for killing strangers<br/>{{Bad|−}} ''':''' Four
    37 KB (5,436 words) - 08:49, 24 April 2024
  • * Death-on-downed chance now applies to several non damage health state changes. (H * Killed leavings are deterministic instead of random on death.
    42 KB (6,443 words) - 05:19, 22 April 2024

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