Difference between revisions of "Fabricor"
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| research = High mechtech | | research = High mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
+ | | gestation cycles = 1 | ||
| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 100 | | resource 1 amount = 100 | ||
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}} | }} | ||
A '''fabricor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''fabricor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
+ | |||
+ | == Acquisition == | ||
+ | {{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor. | ||
+ | |||
+ | Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate. | ||
== Summary == | == Summary == | ||
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As a labor-focused mech, fabricors are never found in mechanoid [[raid]]s. | As a labor-focused mech, fabricors are never found in mechanoid [[raid]]s. | ||
− | ==As an ally== | + | === As an ally === |
− | |||
− | |||
Mechs under player control require power: Fabricors 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: Fabricors 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 12:45, 26 April 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Fabricor
A small work mechanoid designed to craft all manner of manufactured objects.
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)
Melee Combat
- Attack
- Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown - Average DPS
- 1.43
Creation
- Required Research
- High mechtech
- Gestation Cycles
- 1
A fabricor is a mechanoid added by the Biotech DLC.
Acquisition
Fabricors can be gestated by a mechanitor at a Mech gestator once the High mechtech research project has been completed. They require 100 Steel, 1 High subcore and 1 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up bandwidth from their linked mechanitor.
Dead, friendly fabricors can also be resurrected at the mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Fabricor, 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary
As mechanoids, every fabricor 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).
Combat
Fabricors can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
As a labor-focused mech, fabricors are never found in mechanoid raids.
As an ally
Mechs under player control require power: Fabricors 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.
Work
Fabricors will do most tasks associated with Crafting, Tailoring, Smithing, and Cooking. They have an effective skill of 10 (in all skills), but a Global Work Speed modifier of 50%, producing items 50% slower without items like the mech booster. In the settings for bills, the worker field can be set to "Any Mech", which will only allow mechs to work the bill in question.
If forced to haul, fabricors move at 3.4 c/s, 26% slower than a human, but 21% faster than a lifter.
Analysis
Fabricors are best at menial crafting for items that are not subject to quality modifiers, such as fabricating components and advanced components, synthesizing drugs, assembling mortar shells, smelting, or carving up stone blocks. With a skill of 10, Fabricors have the minimum possible chance to cause food poisoning. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - skilled humans can be reserved for creating weapons, apparel, and other items.
Consider the addition of a mech booster to workshops where Fabricors will be frequently located. More than other mech types, it is easy to dictate where a Fabricor will spend the majority of its time operating, allowing them to fully utilize the mech booster's work speed buff.
In the late game, raiders tend to leave large quantities of smeltable material: weapons, tainted apparel, and steel slag chunks from drop pod raids. Weapons are not worth selling due to their low Sell Price Multiplier, and the others cannot be sold. Fabricors can use a electric smelter to convert these resources into usable metal with high efficiency. They can work near constantly, and because they actively haul objects to the smelter, they can act as their own haulers. They are more expensive than lifters to gestate initially, but fabricors are faster, cost the same amount of bandwidth to control, and they cost the same amount to resurrect. You can use any existing lifters for these hauling jobs, but don't hesitate to build another fabricor even if they'd have to haul their own items.
Health
Specify body type when known.
Gallery
Version history
- Biotech DLC Release - Added.
- 1.4.3534 - Given ability to do Cooking tasks.
- 1.4.3535 - Fix: Food poisoning chance is 100% for fabricors.
- ? (Prior to 6/Dec/2022) - Fabricors no longer wield slugthrowers.
- 1.4.3580 - Fix: Fabricor description mentions it has slug gun, which is no longer true. "A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense." -> "A small work mechanoid designed to craft all manner of manufactured objects.". Fix: Fabricor food poisoning chance is 10x too large.
- 1.4.3641 - Fix: Fabricors not making medicine.