Dynamite Wagon: Difference between revisions

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== Strategy ==
== Strategy ==


The dynamite wagon is a very powerful wagon. In order to produce a dynamite, the dynamite car accepts stone as an input. Once provided with stone, a dynamite will be produced after the wagon's 'crafting speed'. Players can pick up the bomb and place it down. If a player is dashed into while holding a dynamite, the dynamite will be dropped on the ground and the fuse is ignited. Once placed on the ground, the dynamite will explode after it's fuse time, destroying all resources within it's radius. A fully-leveled dynamite wagon has a range of 7m or more, creating an explosion that can clear an area of 49 square tiles or more. This allows you to clear entire sections of the level with ease. To get optimal use out of a dynamite, mine into a resource patch a number of blocks equal to the dynamite's radius before placing the dynamite in the center.
The dynamite wagon is a very powerful wagon. In order to produce a dynamite, the dynamite car accepts iron as an input. Once provided with iron, a dynamite will be produced after the wagon's 'crafting speed'. Players can pick up the bomb and place it down. If a player is dashed into while holding a dynamite, the dynamite will be dropped on the ground and the fuse is ignited. Once placed on the ground, the dynamite will explode after its fuse time, destroying all resources within its radius. A fully-leveled dynamite wagon has a range of 7m or more, creating an explosion that can clear an area of 49 square tiles or more. This allows you to clear entire sections of the level with ease. To get optimal use out of a dynamite, mine into a resource patch a number of blocks equal to the dynamite's radius before placing the dynamite in the center.
 
At the end of the level, a player can pickup a dynamite prior to the shop. This way, the play can use the dynamite at the start of the next round immediately, and the next dynamite can be produced earlier.


Unlike Unrailed! 1, players are able to put in an iron before picking up the dynamite. Doing so allows the next dynamite to start producing immediately when the current dynamite is picked up.  
Unlike Unrailed! 1, players are able to put in an iron before picking up the dynamite. Doing so allows the next dynamite to start producing immediately when the current dynamite is picked up.  
Using the {{Icon|PullFromBox}} storage-pull extension is a good choice for the dynamite wagon as it automates the loading process. This removes the potential scenario where a dynamite is used, but no stone is put into the dynamite wagon to start production of new dynamite. This can be detrimental, especially if players rely on dynamite to clear levels quickly.
Using the {{Icon|PullFromBox}} storage-pull extension is a good choice for the dynamite wagon as it automates the loading process. This removes the potential scenario where a dynamite is used, but no iron is put into the dynamite wagon to start production of new dynamite. This can be detrimental, especially if players rely on dynamite to clear levels quickly.


Additionally, the {{Icon|SpeedIncrease}} speed-Boost extension is particularly useful on the dynamite wagon as none of the dynamite's upgrades improve the amount of time it takes to produce a dynamite bundle until level 6+. Being able to drop dynamites more frequently is very crucial for high speed runs.
Additionally, the {{Icon|SpeedIncrease}} speed-Boost extension is particularly useful on the dynamite wagon as none of the dynamite's upgrades improve the amount of time it takes to produce a dynamite bundle until level 6+. Being able to drop dynamites more frequently is very crucial for high speed runs.
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{{Icon|WaterSupercharge}} Hydrocharge is not a good idea since the wagon would burn for every 1.2 dynamites crafted.
{{Icon|WaterSupercharge}} Hydrocharge is not a good idea since the wagon would burn for every 1.2 dynamites crafted.


The {{Icon|RangeIncrease}} range extension may sound good, but it basically does the same thing as {{Icon|Supercharge}} supercharge but without reducing crafting time after level 6.
The {{Icon|RangeIncrease}} range extension may sound good, but it basically does the same thing as {{Icon|Supercharge}} supercharge.
 
Having the dynamite wagon would cause the task “each player has to die once” task to appear.
 
Dynamite can deal 10 damage to all NPCs and bosses regardless of level.


== Level States ==
== Level States ==
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| class="td-hl"|[[File:Magnet.png|64x64px]]
| class="td-hl"|[[File:Magnet.png|64x64px]]
| Magnet-Pick
| Magnet-Pick
| {{Checkmark}}
| {{Checkmark}} The Magnet Range is increased by 1m for extra magnet. (2 tiles base range)
|-
|-
| class="td-hl"|[[File:Ghost.png|64x64px]]
| class="td-hl"|[[File:Ghost.png|64x64px]]

Latest revision as of 14:49, 22 December 2024

Handbook description

Produce dynamite from iron. Handle with care!

Strategy

The dynamite wagon is a very powerful wagon. In order to produce a dynamite, the dynamite car accepts iron as an input. Once provided with iron, a dynamite will be produced after the wagon's 'crafting speed'. Players can pick up the bomb and place it down. If a player is dashed into while holding a dynamite, the dynamite will be dropped on the ground and the fuse is ignited. Once placed on the ground, the dynamite will explode after its fuse time, destroying all resources within its radius. A fully-leveled dynamite wagon has a range of 7m or more, creating an explosion that can clear an area of 49 square tiles or more. This allows you to clear entire sections of the level with ease. To get optimal use out of a dynamite, mine into a resource patch a number of blocks equal to the dynamite's radius before placing the dynamite in the center.

At the end of the level, a player can pickup a dynamite prior to the shop. This way, the play can use the dynamite at the start of the next round immediately, and the next dynamite can be produced earlier.

Unlike Unrailed! 1, players are able to put in an iron before picking up the dynamite. Doing so allows the next dynamite to start producing immediately when the current dynamite is picked up. Using the storage-pull extension is a good choice for the dynamite wagon as it automates the loading process. This removes the potential scenario where a dynamite is used, but no iron is put into the dynamite wagon to start production of new dynamite. This can be detrimental, especially if players rely on dynamite to clear levels quickly.

Additionally, the speed-Boost extension is particularly useful on the dynamite wagon as none of the dynamite's upgrades improve the amount of time it takes to produce a dynamite bundle until level 6+. Being able to drop dynamites more frequently is very crucial for high speed runs.

Supercharge is also a helpful extension if you want larger explosions.

Hydrocharge is not a good idea since the wagon would burn for every 1.2 dynamites crafted.

The range extension may sound good, but it basically does the same thing as supercharge.

Having the dynamite wagon would cause the task “each player has to die once” task to appear.

Dynamite can deal 10 damage to all NPCs and bosses regardless of level.

Level States

Crafting Speed Blast Radius Fuse Time
LVL 1 40.0s 2.0m 3.0s
LVL 2 40.0s 3.0m 2.7s
LVL 3 40.0s 4.0m 2.4s
LVL 4 40.0s 5.0m 2.1s
LVL 5 40.0s 6.0m 1.8s
LVL 6 40.0s 7.0m 1.5s
LVL 6+ -1.0s per level +0.5m per level 1.5s

Extension effects

Name Effect
Storage-Pull
Storage-Push
Front-Pull
Auto-Drop It doesn't start the fuse.
Magnet-Pick The Magnet Range is increased by 1m for extra magnet. (2 tiles base range)
Ghost
Hydrocharge
Supercharge
Range-Extension Increase blast radius and fuse time by 1 level.
Speed-Boost Decrease crafting speed by 4.5s.
Stack-Boost
Time-Extension
Key Does nothing