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Living space drop pod
Living space drop pod











The poison kills crops randomly, including plants grown in hydroponics basins. While the ship part is still active, they will activate an intensifying negative effect on the map.Ī crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The mechs will generate dormant, but will awaken when they or the ship part are attacked. This event has a variation that only affects a single animal, which is not considered a major threat.įor information on the ship parts themselves, see Crashed ship parts.Ī large piece of an ancient ship crashes nearby, along with a pack of mechanoids. Unlike with scaria, the manhunter status will end when the animals need to sleep.

living space drop pod

The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. This fact means that psychic waves scale poorly with raid points advanced colonies will find these events much smaller than any other major threat.Īs manhunters, the selected animals will roam the region, attacking any human they can path to. No new animals are created - only animals already on the map can be affected.

living space drop pod

As opposed to a manhunter pack, these animals do not have scaria. Immediately drives local wildlife insane, becoming manhunter. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.Īppears as Mad Animals: (Animal name). Manhunters will roam the region, attacking any human they can path to. A single animal can arrive and the event will still be called a "pack". When killed, scaria has a chance to instantly rot a corpse, which makes them inedible and creates rot stink. A manhunter pack has 40% more points (i.e. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.įor the mental state that makes these animals hostile, see Manhunter.Ī pack of scaria-infested animals have arrived, hunting for human flesh. Breachers: Appears with breach-type raiders, such as tribals with breach axes or termite mechanoids.Sappers: Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom.Smart: "Unusually clever", will try and avoid traps and turrets.Scatter drop: Raiders immediately attack via drop pod, which have gone "haywire" and will disperse throughout the map.Drop pods can go through constructed and thin rock roofs, but not overhead mountain. There is 40% to drop on an un roofed orbital trade beacon if one is present. Center drop: Raiders immediately attack via drop pod, centered on one of your colonists.They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare. Assaults: Arrive at the edge of the map, either by walking or by drop pod.Tribal-level factions can't use drop pods, so are limited to assaults. Human raiders flee if enough of them have been downed or killed, or if enough damage to your colony has been done. Raiders will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. It is possible for multiple raids to happen at the same time, even of opposing factions. Randy Random simply treats a major threat as an event that's less likely to happen.Ĭommonly known as a raid, this event comes in several types.

living space drop pod

Their size depends on the raid points mechanic generally increasing in strength with wealth, colonist count, and difficulty.Ĭassandra Classic and Phoebe Chillax both treat major threats separately from other events they cycle between "OnDays" and "OffDays", where a certain amount of major events will occur during each OnDay cycle. They mostly consist of direct attacks to your colony.

living space drop pod

Major threats can appear from Base Builder difficulty onwards.

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  • Living space drop pod