Difference between revisions of "Cleansweeper"
(→Analysis: Expanded on using zones to have a little more control over where cleansweepers do their work) |
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Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. | Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. | ||
− | You may want to utilize [[zone]]s to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). | + | You may want to utilize [[zone]]s to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal. |
− | Consider installing a [[mech booster]] in areas likely to see high areas of filth, to improve how quickly | + | Consider installing a [[mech booster]] in areas likely to see high areas of filth, to improve how quickly cleansweepers are able to function. Kitchens and hospitals make good candidate locations. |
===Compared to humans=== | ===Compared to humans=== |
Revision as of 02:52, 12 December 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Cleansweeper
A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.
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
- 0.3
- Mass
- 18 kg
- Pack Capacity
- 10.5 kg
- Carrying Capacity
- 23 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown - Average DPS
- 1.4322
Creation
- Required Research
- Basic mechtech
A cleansweeper is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, every cleansweeper is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).
Work
Cleansweepers are light mechanoids, and require the Basic Mechtech. Mechs in general count as a partial pawn in terms raid points, and still contribute towards wealth.
They are created from a standard mech gestator with 50 Steel, 1 Basic subcore, 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 cleansweeper can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: cleansweepers 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.
Cleanswepers clean, at 50% of a base human's speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated home area. They also move slower than a human, at 3.4 cells/s.
Analysis
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is ugly to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's mood, a dedicated cleaner really helps with making your pawns happy. In addition, dirty cooking areas can cause food poisoning, and treating wounds in a dirty room makes infection more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base.
You may want to utilize zones to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal.
Consider installing a mech booster in areas likely to see high areas of filth, to improve how quickly cleansweepers are able to function. Kitchens and hospitals make good candidate locations.
Compared to humans
A cleaner robot serves to take place of a human.
If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, they are most valuable when colonists are in short supply, such as in The Mechanitor start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by corpses, for example.
An extra hand is also helpful after combat, where many of your colonists are bleeding out. Not only will they not be able to clean, but the blood itself needs to be cleared.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.
- 1.4.3534 - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - > Basic mechtech. Recipe changed from 1 + 100 -> 1 + 50