Difference between revisions of "Constructoid"
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Mechs under player control require power: constructoids 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: constructoids 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. | ||
− | Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10, but a [[Construction Speed]] of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 | + | Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10, but a [[Construction Speed]] of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 {{CS}}, which is slower than a human. |
===Combat=== | ===Combat=== | ||
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== Analysis == | == Analysis == | ||
− | Due to the construction speed of 25%, constructoids are inferior to a skilled in construction | + | Due to the construction speed of 25%, constructoids are inferior to a pawn skilled in [[construction]]. However, they have the advantages of being a mech, without the need for food, recreation, or rest, and being able to be built en-masse. |
With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's [[Construct Success Chance]] will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without [[quality]], such as [[wall]]s and [[floor]]s. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like [[armchair]]s), should still be left for skilled humans. In order to control where they build, you can set a [[zone]] for them. | With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's [[Construct Success Chance]] will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without [[quality]], such as [[wall]]s and [[floor]]s. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like [[armchair]]s), should still be left for skilled humans. In order to control where they build, you can set a [[zone]] for them. |
Revision as of 23:09, 1 February 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Constructoid
A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.
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
- Life Expectancy
- 2500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Torso
15 dmg (Blunt)
22 % AP
2.9 second cooldown - Average DPS
- 3.21
Creation
- Required Research
- Basic mechtech
A constructoid is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, every constructoid 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
Constructoids are light mechanoids. Mechs in general count as a partial pawn in terms of 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 constructoid can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: constructoids 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.
Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10, but a Construction Speed of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 c/s, which is slower than a human.
Combat
Constructoids can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
Analysis
Due to the construction speed of 25%, constructoids are inferior to a pawn skilled in construction. However, they have the advantages of being a mech, without the need for food, recreation, or rest, and being able to be built en-masse.
With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's Construct Success Chance will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without quality, such as walls and floors. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like armchairs), should still be left for skilled humans. In order to control where they build, you can set a zone for them.
Once you've built your entire base, you can put constructoids to work by producing constant spike traps. As time isn't an issue, you can have these traps made out of stone. You can also use mech labor to build other labor-intensive structures, such as fine stone tiles. Ideally, you should turn your colonist's construction priority down, so that you can keep constructoids in work. Alternatively, you can disassemble the constructoid - you'll get the basic subcore and some steel back.
Health
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Specify body type when known.
Gallery
Version history
- Biotech DLC Release - Added.
- 1.4.3555 - No longer wields a Slugthrower. Previous description: "A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary."