Fungicide: Difference between revisions
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{{ | {{tocright}}{{name|capitalize}} is a type of [[gas]] that is damaging to fungus and to objects composed of live fungal matter. {{name}} can seep through walls and other occluding objects. | ||
== Sources == | |||
Common sources of {{name}}, with their level and density, include:{{Code Reference|namespace=XRL.World.Parts|class=Gas}} | |||
{| class="wikitable" | |||
! Source | |||
! Gas Level | |||
! Gas Density | |||
! Reference | |||
|- | |||
| {{favilink|fungicide pump}} | |||
| 1 | |||
|{{dice tooltip|4d10}} in each cell that a pump projectile passes through<br>{{dice tooltip|8d10}} in each cell where a projectile hits a solid target<br>5 projectiles fired per shot, gas emissions from each projectile stack | |||
| {{Code Reference|class=GasOnEntering}}{{Code Reference|class=GasOnHit}} | |||
|- | |||
| {{favilink|billowing conch of the Aji}} | |||
| 5 | |||
| 800 per turn, divided evenly into non-solid adjacent squares | |||
| {{Code Reference|namespace=XRL.World.Parts|class=AjiConch}} | |||
|- | |||
| {{favilink|fungicide grenade mk I}} | |||
| 1 | |||
| 200 | |||
| <ref name="GasGrenade"><code>XRL.World.Parts.GasGrenade</code></ref><ref name="ObjectBlueprints"><code>ObjectBlueprints.xml</code></ref> | |||
|- | |||
| {{favilink|fungicide grenade mk II}} | |||
| 1 | |||
| 400 | |||
| <ref name="GasGrenade" /><ref name="ObjectBlueprints" /> | |||
|- | |||
| {{favilink|fungicide grenade mk III}} | |||
| 1 | |||
| 800 | |||
| <ref name="GasGrenade" /><ref name="ObjectBlueprints" /> | |||
|- | |||
| {{favilink|vents with mold particulate}} | |||
| 1 | |||
| {{dice tooltip|1d60+40}} | |||
| {{Code Reference|namespace=XRL.World.Parts|class=WalltrapGas}} | |||
|} | |||
== Damage == | |||
The damage done by fungicide depends on the target.<ref name="GasDamaging"><code>XRL.World.Parts.GasDamaging</code></ref> For a more detailed breakdown of the types of targets listed here, refer to the Objects Affected section below. | |||
* Fungicide deals damage to ''mutated fungus'' and those with [[fungal infections]]. ''Mutated fungus'' more or less encompasses all fungus that are combat-capable and have faction associations, except broodpuffs. | |||
* Fungicide deals significantly increased damage to all other fungus, generally meaning any sessile fungus that are not capable of combat and do not have faction associations. | |||
* Fungicide deals significantly increased damage to objects composed of live plant matter. | |||
* Fungicide deals '''''no''''' damage to anything else. | |||
The following damage formulas are used to calculate defoliant damage:<ref name="GasDamaging" /> | |||
{| class="wikitable" | |||
| style="border-top:1px solid transparent;border-left:1px solid transparent" | | |||
! Formula | |||
! Notes | |||
|- | |||
! Mutated fungus | |||
| {{simple formula | ( Density * GasLevel ) / 200 }} | |||
| (rounded up) | |||
|- | |||
! Sessile fungus and fungal-matter | |||
| {{simple formula | ( 0.75 * GasLevel + 0.25 ) * Density }} | |||
| (rounded up) | |||
|} | |||
In theory, this means that a typical cloud of defoliant gas (~100 density) will deal approximately: | |||
* '''<u>1 damage per turn</u>''' to mutated fungus and creatures with fungal infections. | |||
* '''<u>100 damage per turn</u>''' to sessile fungus or objects composed of live fungal matter. | |||
In practice, gas damage is highly variable due to a significant amount of randomization involved in gas behavior. Gas is constantly moving between cells, dissipating over time, merging with other gas, and being affected by random calculations in the game engine. Its density, which is the main predictor of damage, is always changing. For more information about the mechanics of gas behavior, visit the [[Gas]] page. | |||
The density of fungicide can get significantly higher than 100 if several sources of it are combined, such as multiple {{favilink|fungicide grenade mk III|plural}} or successive shots from a {{favilink|fungicide pump}}. Because fungicide can seep through walls, however, it will not be contained by enclosed rooms or tight hallways - it will continue to spread and dissipate after it is released. | |||
== Objects Affected == | |||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
=== Mutated Fungus === | |||
<div style="min-width:280px;color:var(--qud-color-k);font-weight:bold;">(Normal Damage)</div> | |||
{{#invoke:CargoQuery|main | |||
|tables=Characters=C,GeneralData=GD,ExtraInfo=EI | |||
|join on=C.ObjectID=GD.ObjectID, C.ObjectID=EI.ObjectID | |||
|fields={{Favilink format args}} | |||
|where=EI.Info LIKE "%normal damage by fungicide,,,%" | |||
|template=favilink format | |||
|format=ul}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Sessile Plants === | |||
<div style="min-width:280px;color:var(--qud-color-k);font-weight:bold;">(Significant Damage)</div> | |||
{{#invoke:CargoQuery|main | |||
|tables=Characters=C,GeneralData=GD,ExtraInfo=EI | |||
|join on=C.ObjectID=GD.ObjectID, C.ObjectID=EI.ObjectID | |||
|fields={{Favilink format args}} | |||
|where=EI.Info LIKE "%significant damage by fungicide,,,%" | |||
|template=favilink format | |||
|format=ul}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
=== Objects Composed of Live Fungal Matter === | |||
<div style="min-width:280px;color:var(--qud-color-k);font-weight:bold;">(Significant Damage)</div> | |||
{{#invoke:CargoQuery|main | |||
|tables=ItemsTable=IT,GeneralData=GD,ExtraInfo=EI | |||
|join on=IT.ObjectID=GD.ObjectID, IT.ObjectID=EI.ObjectID | |||
|fields={{Favilink format args}} | |||
|where=EI.Info LIKE "%significant damage by fungicide,,,%" | |||
|template=favilink format | |||
|format=ul}} | |||
</div> | |||
</div> | |||
{{references|2.0.201.49}} | |||
{{Gas Navbox}} | {{Gas Navbox}} | ||
[[Category:Gases]] | [[Category:Gases]] |
Revision as of 23:28, 2 May 2021
Seeping?
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yes |
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Character
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▓ |
ID?
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FungicideGas |
Spawns in
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Infobox data from game version 2.0.201.69
|
Magenta showers the heterotrophs in a wet film that inhibits their absorption of dead animal and plant-things.
Fungicide is a type of gas that is damaging to fungus and to objects composed of live fungal matter. fungicide can seep through walls and other occluding objects.
Sources
Common sources of fungicide, with their level and density, include:[1]
Source | Gas Level | Gas Density | Reference |
---|---|---|---|
fungicide pump | 1 | 4d104-40 (Avg: 22) in each cell that a pump projectile passes through 8d108-80 (Avg: 44) in each cell where a projectile hits a solid target 5 projectiles fired per shot, gas emissions from each projectile stack |
[2][3] |
billowing conch of the Aji | 5 | 800 per turn, divided evenly into non-solid adjacent squares | [4] |
fungicide grenade mk I | 1 | 200 | [5][6] |
fungicide grenade mk II | 1 | 400 | [5][6] |
fungicide grenade mk III | 1 | 800 | [5][6] |
vents with mold particulate | 1 | 1d60+4041-100 (Avg: 70.5) | [7] |
Damage
The damage done by fungicide depends on the target.[8] For a more detailed breakdown of the types of targets listed here, refer to the Objects Affected section below.
- Fungicide deals damage to mutated fungus and those with fungal infections. Mutated fungus more or less encompasses all fungus that are combat-capable and have faction associations, except broodpuffs.
- Fungicide deals significantly increased damage to all other fungus, generally meaning any sessile fungus that are not capable of combat and do not have faction associations.
- Fungicide deals significantly increased damage to objects composed of live plant matter.
- Fungicide deals no damage to anything else.
The following damage formulas are used to calculate defoliant damage:[8]
Formula | Notes | |
---|---|---|
Mutated fungus | ( Density × GasLevel ) / 200
|
(rounded up) |
Sessile fungus and fungal-matter | ( 0.75 × GasLevel + 0.25 ) × Density
|
(rounded up) |
In theory, this means that a typical cloud of defoliant gas (~100 density) will deal approximately:
- 1 damage per turn to mutated fungus and creatures with fungal infections.
- 100 damage per turn to sessile fungus or objects composed of live fungal matter.
In practice, gas damage is highly variable due to a significant amount of randomization involved in gas behavior. Gas is constantly moving between cells, dissipating over time, merging with other gas, and being affected by random calculations in the game engine. Its density, which is the main predictor of damage, is always changing. For more information about the mechanics of gas behavior, visit the Gas page.
The density of fungicide can get significantly higher than 100 if several sources of it are combined, such as multiple fungicide grenade mk IIIs or successive shots from a fungicide pump. Because fungicide can seep through walls, however, it will not be contained by enclosed rooms or tight hallways - it will continue to spread and dissipate after it is released.
Objects Affected
Mutated Fungus
Sessile Plants
- acid weep
- arsplice hyphae
- asphalt weep
- brightshroom
- brooding azurepuff
- brooding goldpuff
- brooding jadepuff
- brooding rosepuff
- cider weep
- dandy cap
- elcatl
- gel weep
- giant acid weep
- giant asphalt weep
- giant cider weep
- giant gel weep
- giant honey weep
- giant ink weep
- giant lava weep
- giant oil weep
- giant salt weep
- giant sap weep
- giant slime weep
- giant water weep
- giant wax weep
- giant wine weep
- honey weep
- ink weep
- ironshroom
- lava weep
- luminous hoarshroom
- mushroom flesh
- oil weep
- salt weep
- sap weep
- slime weep
- spotted shagspook
- water weep
- wax weep
- wine weep
Objects Composed of Live Fungal Matter
References
This information is reliable as of patch 2.0.201.49. |