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{{Biotech}}
 
{{Biotech}}
'''Mechanitors''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]</ref> are pawns who have a [[mechlink]] installed and are used to create and control [[mechanitor#Allied mechanoids|friendly mechanoids]].
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{{stub|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}}
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'''Mechanitors''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]</ref> are pawns who have a [[mechlink]] installed. They are used to control [[mechanitor#Allied mechanoids|friendly mechanoids]] in the [[Biotech (DLC)| Biotech DLC]].
  
 
== Mechlink ==
 
== Mechlink ==
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== Summary ==
 
== Summary ==
Mechanitors are required to control, build, and repair your [[Mechanitor#Allied mechanoids|allied mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.
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Mechanitors are required to control, build, and repair your [[Mechanitor#Allied mechanoid|allied mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.
  
 
Mechanoids require [[power]] and create [[pollution]] when recharged normally.
 
Mechanoids require [[power]] and create [[pollution]] when recharged normally.
  
 
=== Mechanoid control ===
 
=== Mechanoid control ===
{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}}
 
 
Mechs are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', and the control group as a whole can then be assigned to one of four orders:
 
Mechs are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', and the control group as a whole can then be assigned to one of four orders:
  
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== Allied mechanoids ==
 
== Allied mechanoids ==
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a mechanitor.
 
 
=== Acquisition ===
 
=== Acquisition ===
 
Mechanitors are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechanitor in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.
 
Mechanitors are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechanitor in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.
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Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's [[Mech Gestation Speed]]. Mech Gestation Speed is controlled by the mechanitor's [[Crafting]] skill and the number of [[mech gestation processor]]s they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a [[Mech gestation processor]] or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]].
 
Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's [[Mech Gestation Speed]]. Mech Gestation Speed is controlled by the mechanitor's [[Crafting]] skill and the number of [[mech gestation processor]]s they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a [[Mech gestation processor]] or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]].
 
If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur
 
  
 
=== General information ===
 
=== General information ===
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They can be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.
 
They can be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.
  
==== Repair ====
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Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be resurrected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact
 
 
Mechanitors can repair friendly mechanoids regardless of who actually controls it, at the cost of Energy. Damaged parts are repaired first in random order before missing parts are replaced, although replacing a completely destroyed part takes roughly the same amount of time as repairing 1 point of damage to a non-destroyed part. The overall Energy cost depends on the mech's weight class, and the speed of repair on the Mechanitor's crafting skill, starting at 80% for skill level 0 and +10% speed for every level, to a max of 280% at level 20{{Check Tag|rate in dps?| 100% looks like about 1 dmg per second based on observation, but I can't find a better source}}. If killed, Light mechanoids can be resurrected with a [[Mech gestator]] and all other mechs using a [[Large mech gestator]] at the size-dependent cost of some [[steel]] and 1 gestation cycle.
 
 
 
{| class="wikitable"
 
|-
 
! Weight<br>Class !! Energy cost per 100 units of damage !! Steel cost to resurrect
 
|-
 
! Light
 
| 66 || 25
 
|-
 
! Medium
 
| 33|| 50
 
|-
 
! Heavy
 
| 20  || 100
 
|-
 
! Ultraheavy
 
| 33  || 150
 
|}
 
  
 
=== Work speed ===
 
=== Work speed ===
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|}
 
|}
 
* Being in range of a [[mech booster]] boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.  
 
* Being in range of a [[mech booster]] boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.  
* Each [[control sublink (standard)|control sublink]] installed into the mechanitor increases [[Global Work Speed]] by {{+|6%}}, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a {{+|36%}} boost.  
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* Each [[control sublink (standard)|control sublink]] installed into the [[mechanitor]] increases [[Global Work Speed]] by {{+|6%}}, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a {{+|36%}} boost.  
 
* If their mechanitor follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Mechanoid labor|Mechanoid Labor: Enhanced]] precept, mechs gain an additive {{+|20%}} boost to [[Global Work Speed]], at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.
 
* If their mechanitor follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Mechanoid labor|Mechanoid Labor: Enhanced]] precept, mechs gain an additive {{+|20%}} boost to [[Global Work Speed]], at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.
  
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=== Bandwidth cost ===
 
=== Bandwidth cost ===
{{Recode|section=1|reason=Consider Merge wastepacks into main table and replacing section with intrapage link to table. Discussion welcome}}
 
 
The heavier the mechanoid is, the more bandwidth it takes up:
 
The heavier the mechanoid is, the more bandwidth it takes up:
  
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* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
* [[Version/1.4.3555|1.4.3555]] - Mechs now count as partial pawns for determining [[raid points]]. Added [[Ideoligion#Mechanoid labor|Mechanoid labor]] precept{{IdeologyIcon}}. Combat mechs now count as Autonomous Weapons for the [[Ideoligion#Autonomous weapons|Autonomous weapons]] precept. {{IdeologyIcon}}
 
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment
  
 
{{Nav|mechanoid|wide}}
 
{{Nav|mechanoid|wide}}
 
[[Category:Characters]]
 
[[Category:Characters]]
[[Category:Game mechanics]]
 
  
 
== References ==
 
== References ==
 
<references/>
 
<references/>

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