Difference between revisions of "Fabricor"
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As mechanoids, fabricors 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 {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | As mechanoids, fabricors 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 {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | ||
− | {{PAGENAME}}s 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 | + | {{PAGENAME}}s 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. 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 [[wastepack]]s whenever the recharger's waste is filled up. | 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 [[wastepack]]s whenever the recharger's waste is filled up. |
Revision as of 01:01, 28 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Fabricor
A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense.
Base Stats
- Type
- Mechanoid
- 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)
Creation
- Required Research
- High mechtech
- weaponTags
- MechanoidGunSlugthrower
A fabricor is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, fabricors 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.
Fabricors 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. 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.
Fabricors will do most tasks associated with Crafting, Tailoring, and Smithing. They have an effective Crafting and Intellectual skill of 10, but a Global Work Speed modifier of 50%, producing items 50% slower. If forced to haul (to create items), Fabricors are slower than humans, moving at 3.4 cells/s. Fabricors are also equipped with a slugthrower for defense.
Analysis
Fabricors are best at all sorts of menial crafting tasks, such as fabricating components and advanced components, creating drugs, or carving up stone blocks. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - they can be reserved for creating weapons, apparel, and other items where quality matters.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.