Difference between revisions of "Mech node"
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{{Royalty}} | {{Royalty}} | ||
− | {{ | + | {{Infobox main|building |
− | + | | name = Mech node | |
− | | name = | ||
| image = Gloomlight.png | | image = Gloomlight.png | ||
− | | description = A self-powered mechanoid | + | | description = A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage. |
− | | type | + | | type = Building |
− | | type2 = | + | | type2 = Special |
+ | | placeable = true | ||
+ | | path cost = 30 | ||
+ | | passability = pass through only | ||
+ | | blockswind = true | ||
+ | | cover = 1 | ||
+ | | minifiable = true | ||
+ | | size = 1 ˣ 1 | ||
+ | | mass base = 9 | ||
+ | | flammability = 0 | ||
| hp = 50 | | hp = 50 | ||
+ | | sell price multiplier = 0.7 | ||
+ | | beauty = -20 | ||
+ | | glowradius = 3 | ||
+ | | glowcolor = (216, 219, 67) | ||
| marketvalue = 200 | | marketvalue = 200 | ||
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− | |||
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− | |||
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− | |||
| thingCategories = BuildingsSpecial | | thingCategories = BuildingsSpecial | ||
+ | | deconstruct yield = {{Icon Small|Plasteel}} 22 + {{Icon Small|Component}} 1 | ||
+ | | destroyyield = nothing | ||
}} | }} | ||
− | {{Info| | + | {{Info|'''Mech nodes''' are [[light]]-emitting buildings that can be claimed from a [[mech cluster]] once it is defeated, assuming they are not destroyed in the fight.}} |
+ | |||
+ | == Acquisition == | ||
+ | Mech nodes can be claimed from a [[mechanoid cluster]] once it has been defeated. Simply claim and uninstall it. | ||
+ | |||
+ | == Summary == | ||
+ | [[File:Mech node illumination area.png|300px|thumb|left|The white area (1 tile out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]. These tiles subsequently represent 30% or better: adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]] | ||
+ | A mech node provides 50% [[light]] to tiles directly adjacent, and no further. It also provides a small amount of [[cover]]. It has a [[beauty]] value of -20, so is very ugly to look at. | ||
− | + | Mech nodes can be deconstructed for {{Icon Small|Plasteel}} 22 [[plasteel]] and {{Icon Small|Component}} 1 [[component]]. It cannot be sold.{{Check Tag|Verify}} | |
− | |||
− | + | Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]], but will take the 10 flame damage from the initial attack. | |
− | |||
− | + | == Analysis == | |
+ | Mech nodes are a reward for not destroying everything in a mech cluster. If they are preserved, nodes can be deconstructed for a decent amount of resources. Whenever this is worth mostly depends on whenever it is ''possible'' to destroy the mech cluster without causing a massive explosion. This itself depends on cluster arrangement and your colony's combat prowess. | ||
− | They provide | + | Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel [[barricade]] has more health. You can use them to lure [[raider]]s into (poor) cover, but [[stool]]s are easier to build. They can provide emergency light for surgeries during a [[solar flare]], but a [[torch lamp]] is easier to make, if [[wood]] is available at all. |
− | + | There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, [[EMI dynamo|EMI]] and [[solar flare]]s and with [[light]] being vital for surgical success. | |
− | |||
− | ==Version | + | == Version history == |
− | * [[Version/1.2.2719|1.2.2719]] - Added. | + | * [[Version/1.2.2719|1.2.2719]] - Added as '''Gloomlight'''. |
+ | * [[Version/1.2.2753|1.2.2753]] - Fix: Gloomlight would prevent a [[sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml. | ||
+ | * 1.3.? - Renamed from '''Gloomlight''' to '''Mech node''', possibly to avoid confusion with [[darktorch]]es. Description changed from ''"A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"'' | ||
− | [[Category: | + | {{Nav|special|wide}} |
+ | {{Nav|mechanoid|wide}} | ||
+ | [[Category:Special]] | ||
+ | [[Category:Lamp]] | ||
[[Category:Environment]] | [[Category:Environment]] | ||
− |
Latest revision as of 18:52, 14 July 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Mech node
A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
Base Stats
- Mass
- 9 kg
- Beauty
- -20
- HP
- 50
- Flammability
- 0%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Light Radius
- 1.65
Creation
- thingCategories
- BuildingsSpecial
Mech nodes are light-emitting buildings that can be claimed from a mech cluster once it is defeated, assuming they are not destroyed in the fight.
Acquisition[edit]
Mech nodes can be claimed from a mechanoid cluster once it has been defeated. Simply claim and uninstall it.
Summary[edit]
A mech node provides 50% light to tiles directly adjacent, and no further. It also provides a small amount of cover. It has a beauty value of -20, so is very ugly to look at.
Mech nodes can be deconstructed for 22 plasteel and 1 component. It cannot be sold.[Verify]
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails, but will take the 10 flame damage from the initial attack.
Analysis[edit]
Mech nodes are a reward for not destroying everything in a mech cluster. If they are preserved, nodes can be deconstructed for a decent amount of resources. Whenever this is worth mostly depends on whenever it is possible to destroy the mech cluster without causing a massive explosion. This itself depends on cluster arrangement and your colony's combat prowess.
Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel barricade has more health. You can use them to lure raiders into (poor) cover, but stools are easier to build. They can provide emergency light for surgeries during a solar flare, but a torch lamp is easier to make, if wood is available at all.
There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, EMI and solar flares and with light being vital for surgical success.
Version history[edit]
- 1.2.2719 - Added as Gloomlight.
- 1.2.2753 - Fix: Gloomlight would prevent a sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
- 1.3.? - Renamed from Gloomlight to Mech node, possibly to avoid confusion with darktorches. Description changed from "A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"