Difference between revisions of "Foam turret"

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The foam turret is used to rapidly extinguish [[fire]]s within its range. Foam turrets must be manually activated, by either selecting a pawn, right-clicking the turret, and selecting "Activate," or by using the turret's "Order Activation" gizmo, which allows selection of a pawn to come and activate the turret. Activation does not require the pawn to have any [[work]] type enabled and can be done by pawns who are otherwise [[incapable]] of [[firefighting]], such as [[pyromaniac]]s. [[Drafted]] pawns will perform the task and remain drafted, even when selected via the gizmo.
 
The foam turret is used to rapidly extinguish [[fire]]s within its range. Foam turrets must be manually activated, by either selecting a pawn, right-clicking the turret, and selecting "Activate," or by using the turret's "Order Activation" gizmo, which allows selection of a pawn to come and activate the turret. Activation does not require the pawn to have any [[work]] type enabled and can be done by pawns who are otherwise [[incapable]] of [[firefighting]], such as [[pyromaniac]]s. [[Drafted]] pawns will perform the task and remain drafted, even when selected via the gizmo.
  
When activated, it will consume one of its charges and briefly spray [[fire]]s within line of sight and range with [[firefoam]], covering the ground in firefoam [[filth]].{{Check Tag|How much/long?|No metric for how much fire the turret can put out}} After activation, it will enter a {{Ticks|3600}} cooldown before it can be activated again. It cannot be activated unless there is fire present within range and [[line of sight]]. It has a maximum range of 20 tiles.
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When activated, it will consume one of its charges and briefly spray [[fire]]s within line of sight and range with [[firefoam]] for {{Ticks|82}}, covering the ground in firefoam [[filth]]. After activation, it will enter a {{Ticks|3600}} cooldown before it can be activated again. It cannot be activated unless there is fire present within range and [[line of sight]]. It has a maximum range of 20 tiles.
  
 
Pawns on fire are considered fire by the foam turret, and can be activated to extinguish them. However, there are no guarantees the turret will extinguish the pawn. Pawns hit by the foam attack will be covered in foam, extinguishing them, however it is possible for an ignited pawn to evade a foam turret's attack while it runs around.  
 
Pawns on fire are considered fire by the foam turret, and can be activated to extinguish them. However, there are no guarantees the turret will extinguish the pawn. Pawns hit by the foam attack will be covered in foam, extinguishing them, however it is possible for an ignited pawn to evade a foam turret's attack while it runs around.  
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[[File:Foam turret rotational effectiveness.png|thumb|left|A demonstration of how much rotational coverage a foam turret offers in a single activation]]
 
[[File:Foam turret rotational effectiveness.png|thumb|left|A demonstration of how much rotational coverage a foam turret offers in a single activation]]
  
However, there are a few trade offs. The turret requires 80w of power to use, limiting its use to home firefighting or strict defensive combat. Additionally, their time spent dousing fires per activation is rather low. Combined with a slow turret rotation speed, a foam turret may only realistically douse a quarter of it's circumference in foam (see image right). Compared to a popper, witch will douse every tile within range and [[line of sight]] with foam. A foam turret cannot be relied upon if fires are particularity massive or encompass a large portion of the turret's circumference. Additionally, foam turrets have a cooldown of one in-game hour ({{Ticks|3600}}), meaning that more than one turret may be required if fires are common, spread out, or during combat where a lot of fire is produced (such as when fighting [[impids]]{{BiotechIcon}}).
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However, there are a few trade offs. The turret requires 80 W of power to use, limiting its use to home firefighting or strict defensive combat. Additionally, their time spent dousing fires per activation is rather low. Combined with a slow turret rotation speed, a foam turret may only realistically douse a quarter of it's circumference in foam (see image right). Compared to a popper, which will douse every tile within range and [[line of sight]] with foam. A foam turret cannot be relied upon if fires are particularity massive or encompass a large portion of the turret's circumference. Additionally, foam turrets have a cooldown of one in-game hour ({{Ticks|3600}}), meaning that more than one turret may be required if fires are common, spread out, or during combat where a lot of fire is produced (such as when fighting [[impids]]{{BiotechIcon}}).
  
 
Foam turrets can be useful in [[killbox]]es, either to protect your colonists or to quickly clear a killbox of [[fire]] after a fight, where the limited space of the killbox makes up for the limitations in spray coverage. Additionally, the large range of the foam turret allows for easy protection behind colonists or in a more protective position while still being effective.
 
Foam turrets can be useful in [[killbox]]es, either to protect your colonists or to quickly clear a killbox of [[fire]] after a fight, where the limited space of the killbox makes up for the limitations in spray coverage. Additionally, the large range of the foam turret allows for easy protection behind colonists or in a more protective position while still being effective.

Latest revision as of 17:55, 21 April 2025

Foam turret

Foam turret

An activatable turret for extinguishing fires. The turret stands idle until someone approaches and activates it, after which it will automatically spray large amounts of firefoam on any flames in sight.

Base Stats

Type
BuildingSecurity
Mass
8 kg
Beauty
-20
HP
100
Flammability
70%
Path Cost
50 (21%)

Fuel

Usable Item(s)
Chemfuel Chemfuel
Capacity
72
Consumption Rate
7.2

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light
Power
-80 W

Ranged Combat

Mode
Burst
Damage
0 dmg
Armor penetration
0%
Cooldown
3,600 ticks (1 min)
Range
19.9 tile(s)
Accuracy
100% - 100% - 100% - 100%
Velocity
27 (m/s)
Burst Count
41 (per burst)
Burst Ticks
ticks (0.03 secs)
(1800 RPM)
DPS
0
Stopping power
0

Creation

Required Research
Foam turret
Skill Required
Construction 5
Work To Make
1,800 ticks (30 secs)
Stuff Tags
Metallic
Resources to make
Stuff 30 + Steel 70 + Component 3 + Chemfuel 140
Deconstruct yield
Stuff 15 + Steel 35 + Component 1 - 2 + Chemfuel 70
Destroy yield
Stuff 7 - 8 + Steel 17 - 18 + Component 0 - 1 + Chemfuel 35

Foam turrets are security turrets that fire firefoam at nearby fires when activated by a pawn.

Acquisition[edit]

Foam turrets can be constructed once the Foam turret research project has been completed. Each requires Stuff 30 Stuff (Metallic, 300 for SVMs), Steel 70 Steel, Component 3 Components, Chemfuel 140 Chemfuel, 1,800 ticks (30 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 5.

Summary[edit]

The foam turret is used to rapidly extinguish fires within its range. Foam turrets must be manually activated, by either selecting a pawn, right-clicking the turret, and selecting "Activate," or by using the turret's "Order Activation" gizmo, which allows selection of a pawn to come and activate the turret. Activation does not require the pawn to have any work type enabled and can be done by pawns who are otherwise incapable of firefighting, such as pyromaniacs. Drafted pawns will perform the task and remain drafted, even when selected via the gizmo.

When activated, it will consume one of its charges and briefly spray fires within line of sight and range with firefoam for 82 ticks (1.37 secs), covering the ground in firefoam filth. After activation, it will enter a 3,600 ticks (1 min) cooldown before it can be activated again. It cannot be activated unless there is fire present within range and line of sight. It has a maximum range of 20 tiles.

Pawns on fire are considered fire by the foam turret, and can be activated to extinguish them. However, there are no guarantees the turret will extinguish the pawn. Pawns hit by the foam attack will be covered in foam, extinguishing them, however it is possible for an ignited pawn to evade a foam turret's attack while it runs around.

The foam turret has 10 charges, all filled on construction. Chemfuel must be fed to it in order to refill expended charges. The turret can be rearmed at charge value below 10 and at any time, including when the turret is repressurizing. Rearming requires Chemfuel 7.2 chemfuel required for each charge to be rearmed, rounded up with any excess wasted. That is, rearming one charge would required Chemfuel 8 chemfuel but two charges would require Chemfuel 15 chemfuel. Chemfuel 72 chemfuel is required to fill the turret from empty to full. The turret is rearmed by haulers or lifters.Content added by the Biotech DLC

Unlike other turrets, they will not explode if damaged below 20% health. While they do 'explode' when destroyed, it is instant, damageless, and will cover pawns within a 4-tile radius in foam. This explosion does not produce firefoam filth, but it will extinguish fires.

In addition, raiders do not consider foam turrets priority targets, and will ignore them in favor of attacking other turrets or pawns. However, they will target them, similar to other pieces of furniture, if there are no active threats nearby.

Analysis[edit]

Foam turrets are best used for cheap, targeted firefighting in situations where area coverage or component availability is a concern. They have a range of 20 tiles, significantly larger than their firefighting brother, the firefoam popper, which only has a range of 10 tiles. Additionally, firefoam turrets only consume chemfuel on use. This is in contrast to a firefoam poppers, which require steel and components to build or rebuild, making them much more resource intensive in situations where either are in short supply, or where fires are common.

A demonstration of how much rotational coverage a foam turret offers in a single activation

However, there are a few trade offs. The turret requires 80 W of power to use, limiting its use to home firefighting or strict defensive combat. Additionally, their time spent dousing fires per activation is rather low. Combined with a slow turret rotation speed, a foam turret may only realistically douse a quarter of it's circumference in foam (see image right). Compared to a popper, which will douse every tile within range and line of sight with foam. A foam turret cannot be relied upon if fires are particularity massive or encompass a large portion of the turret's circumference. Additionally, foam turrets have a cooldown of one in-game hour (3,600 ticks (1 min)), meaning that more than one turret may be required if fires are common, spread out, or during combat where a lot of fire is produced (such as when fighting impidsContent added by the Biotech DLC).

Foam turrets can be useful in killboxes, either to protect your colonists or to quickly clear a killbox of fire after a fight, where the limited space of the killbox makes up for the limitations in spray coverage. Additionally, the large range of the foam turret allows for easy protection behind colonists or in a more protective position while still being effective.

Version history[edit]