Difference between revisions of "Agrihand"

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m (→‎Analysis: be less negative about agrihands, because more tiles from (human + mech) def. outweighs (human))
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However, with a [[Plant Work Speed]] of 40% and [[Plant Harvest Yield]] of 102%, their harvest yield, both per plant and per day, can be outstripped by skilled human growers. Humans can become even more efficent if they are equipped with [[field hand]]s{{RoyaltyIcon}}, have the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}}, and for drugs, the [[Ideoligion#Drug_use|Drug Use:Essential]] precept. There's nothing stopping you from using both human and mech labor, though other than the [[pollution]] cost, it may be [[wealth management|too much]] yield.
 
However, with a [[Plant Work Speed]] of 40% and [[Plant Harvest Yield]] of 102%, their harvest yield, both per plant and per day, can be outstripped by skilled human growers. Humans can become even more efficent if they are equipped with [[field hand]]s{{RoyaltyIcon}}, have the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}}, and for drugs, the [[Ideoligion#Drug_use|Drug Use:Essential]] precept. There's nothing stopping you from using both human and mech labor, though other than the [[pollution]] cost, it may be [[wealth management|too much]] yield.
  
Therefore, agrihands are a tradeoff - they can fill the gap if pawn time, or pawns with enough skill are limited; i.e., you need to plant more crops. If grow area is limited, then using a human with >10 skill will maximise the return per tile per day. Ideally, you could use both planters and agrihands outside of harvest, and have the mechs enter dormancy during the harvest. You can set a [[zone]] for agrihands if you need a specific area sowed or cut.
+
Therefore, agrihands are a tradeoff - they can fill the gap if pawn time, or pawns with enough skill are limited. In other words, useful if you need to grow more crops. If grow area is limited, then using a human with >10 skill will maximise the return off the limited space. Ideally, you could use both planters and agrihands outside of harvest, and have the mechs enter dormancy during the harvest. You can set a [[zone]] for agrihands if you need a specific area sowed or cut.
  
 
As mechanoids are immune to toxicity, agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.
 
As mechanoids are immune to toxicity, agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.

Revision as of 06:05, 26 October 2022

Agrihand

Agrihand

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
Market Value
800 Silver
Flammability
0%

Armor

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.4 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

A agrihand is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, agrihands are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

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 take 1800 ticks to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead agrihand can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: agrihands use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.

Agrihands will automatically perform tasks under the Grow and Plant Cut work types; they can't be manually controlled, except when drafted]] for combat. They have an effective Plants skill of 10, resulting in Plant Harvest Yield of 102% however their Plant Work Speed is capped at 40%.

Analysis

Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of crops.

However, with a Plant Work Speed of 40% and Plant Harvest Yield of 102%, their harvest yield, both per plant and per day, can be outstripped by skilled human growers. Humans can become even more efficent if they are equipped with field handsContent added by the Royalty DLC, have the Plants specialist roleContent added by the Ideology DLC, and for drugs, the Drug Use:Essential precept. There's nothing stopping you from using both human and mech labor, though other than the pollution cost, it may be too much yield.

Therefore, agrihands are a tradeoff - they can fill the gap if pawn time, or pawns with enough skill are limited. In other words, useful if you need to grow more crops. If grow area is limited, then using a human with >10 skill will maximise the return off the limited space. Ideally, you could use both planters and agrihands outside of harvest, and have the mechs enter dormancy during the harvest. You can set a zone for agrihands if you need a specific area sowed or cut.

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.

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