Difference between revisions of "Agrihand"

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* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
  
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[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Revision as of 06:20, 24 October 2022

Agrihand

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A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.

Base Stats

Type
Mechanoid

A agrihand is a mechanoid added by the Biotech DLC.

Summary

Agrihands are light mechanoids. They are created from a standard mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They recharge in a mech recharger (50% power/day), creating 5 wastepacks whenever the recharger's waste is filled up.

As mechanoids, they do not need to eat, sleep, or recreate, and are immune to toxic buildup, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Agrihands can do a small amount of melee damage for defense. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Agrihands will do tasks under the Grow and Cut Plants tabs; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, but a Plant Work Speed of 40%.

Analysis

Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. They can grow any crop available without mods. Stuck at 10 Plants skill, Agrihands are worse than skilled colonists at harvesting (and better than unskilled ones). However, they simply allow you to grow more crops, which means more yield overall.

As mechanoids are immune to toxicity, Agrihands are especially useful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.

Version history