Difference between revisions of "Field hand"

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(Added detailed work speed/harvest yield calculation, for comparison between bionic arm and field hand)
 
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{{Royalty}}{{Rewrite|reason=Format standarizations - Summary/Analysis split}}
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{{Royalty}}
{{infobox main|
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{{Infobox main
 
| name = Field hand
 
| name = Field hand
| image = Health item prosthetic.png|Field hand
+
| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
Line 13: Line 13:
 
| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 13
 
| meleeattack1ap = 13
| MeleeWeaponAverageDPS = 4.5
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| body part = Hand
| MeleeWeaponAverageAP = 13
 
 
| mode = Melee
 
| mode = Melee
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
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}}
 
}}
 
The '''field hand''' is an [[artificial body part]] that provides both the functionality of a normal hand, while also increasing [[Plant Work Speed|Plant work speed]] by 160% and inflicting a -8% [[Moving]] penalty.
 
The '''field hand''' is an [[artificial body part]] that provides both the functionality of a normal hand, while also increasing [[Plant Work Speed|Plant work speed]] by 160% and inflicting a -8% [[Moving]] penalty.
 
This is a hand replacement, and cannot be installed in a [[bionic arm|bionic]] or [[archotech arm]].
 
  
 
== Acquisition ==
 
== Acquisition ==
Field hands can be made at a [[machining table]] once [[Research#Specialized limbs|Specialized Limbs]] has been researched. Crafting one requires {{Required Resources}}s, {{ticks|{{P|Work To Make}}}} of work and a [[crafting]] skill of 5.
+
{{Recode|section=1|reason=Now pawnkinds are complete, link to specific Pawnkinds on the faction pages}}
 +
{{Acquisition}}
  
 
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.
 
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.
 +
 +
The pawns that populate Farming [[work site]]s owned by an Outlander or [[Pirate]] factions, including minor factions, very commonly spawn with field hands.
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
+
===Body part===
Summary stuff goes here
+
Field hands replace the user's organic hand. They are universal and can be installed on either the left or right. This is a hand replacement, and cannot be installed on an artificial or missing arm.
 +
 
 +
The field hand acts as a fully functional hand, providing '''100%''' [[Manipulation]]. This fully replaces the functionality of a regular arm, but with no enhancement. Manipulation, in turn, affects a great many stats. For a full list of stats, see [[Manipulation]].
 +
 
 +
===Other effects===
 +
Each field hand installed gives {{+|160%}} [[Plant Work Speed]]. Note that this is an offset to the base value of the stat, which is then multiplied by factors like [[Global Work Speed]] and [[Manipulation]]. This means that the final value can be significantly higher. The effect of multiple field hands will stack.
 +
 
 +
Each field hand also inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a penalty to [[melee dodge chance]] equivalent to an losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per arm replaced.
 +
 
 +
=== Combat ===
 +
A field arm replaces the natural "Fist" attack of the replaced hand.
 +
 
 +
<div><li style="display: inline-table;">
 +
{| {{STDT|sortable c_06 text-center}}
 +
! colspan="2" | Name !! Damage !! DPS !! AP !! Damage Type
 +
|-
 +
! {{Icon Small|Heart|32}}
 +
! style='text-align: left !important;'| Human Fist
 +
| {{Q|Human|Attack 1 Damage}}
 +
| {{Q|Human|Attack 1 DPS}}
 +
| {{Q|Human|Attack 1 AP}}%
 +
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]
 +
|-
 +
! {{Icon Small|{{PAGENAME}}|32}}
 +
! {{PAGENAME}}
 +
| {{P|Attack 1 Damage}}
 +
| {{P|MeleeDPS}}
 +
| {{P|Attack 1 AP}}%
 +
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]
 +
|}
 +
</li></div>
  
===Installation===
+
=== Installation ===
{{stub|section=1}}
+
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
 
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
+
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
+
If the operation fails, the part will be destroyed.
  
 
== Analysis ==
 
== Analysis ==
It's a niche hand replacement that is good for pawns that spend most of their time growing. The effect is especially potent for pawns with [[traits]] that modify global work speed, as the +160% bonus is added '''before''' multiplicative modifiers.
+
Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works ''faster'' than a Plants 20 pawn. While the field hand disables the use of a work-enhancing [[bionic arm]] or [[archotech arm]], if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase [[Plant Harvest Yield]], so your Plants 0 pawn will not get much per harvest).
 +
 
 +
<div id="mw-EventList_collapsible" class="mw-collapsible mw-collapsed" data-expandtext="Additional Analysis" data-collapsetext="Hide">
  
Total plant work speed is calculated as
+
Plant work speed is calculated as
 
{| class="wikitable"
 
{| class="wikitable"
| (100% + additive modifiers) x [[Plant Work Speed|Plant work speed]] skill modifier x manipulation x max(100%, 100% + (Sight - 100%) x 30%) x Global Work Speed
+
| (100% + Offsets) * [[Plant Work Speed|Plant work speed]] skill modifier * Manipulation * max(100%, 100% + (Sight - 100%) * 30%) * Global Work Speed
 
|}
 
|}
 
Harvest yield is calculated as
 
Harvest yield is calculated as
 
{| class="wikitable"
 
{| class="wikitable"
| (100% + additive modifiers) x [[Plant Harvest Yield]] skill modifier x (100% + (Manipulation - 100%) x 30%) x max(100%, 100% + (Sight - 100%) x 20%)
+
| (100% + Offsets) * [[Plant Harvest Yield]] skill modifier * (100% + (Manipulation - 100%) * 30%) * max(100%, 100% + (Sight - 100%) * 20%)
 
|}
 
|}
The effective plant work speed (yield per unit time spent working) is equal to the product of the work speed and the yield. As a result, compared to an unmodified, healthy human, one equipped with two bionic arms will have an effective work speed that is 73% faster, one with a bionic arm and a field hand one that is 249% faster, and one with two field hands one that is 320% faster. In my opinion, field hand plus bionic arm is the better solution than two field hands. It is only 20% faster, and the additional manipulation and reduced speed penalty will make the pawn more useful for non-plant-related tasks. However, this does have the be weighted against the fact that a bionic arm is significantly more expensive than a field hand. The below table details the calculation, assuming a healthy pawn working in the light at 100% global work speed.
+
The effective plant work speed (yield per unit time spent working) is equal to the product of the work speed and the yield. The table below details the results of using bionic arms compared with field hands (rounded up), assuming a constant 100% global work speed and 100% [[Sight]] efficiency.
 +
 
 +
{| {{STDT| sortable c_14 text-center mw-collapsible}}
  
{| class="wikitable"
 
 
|-
 
|-
! !! Plant Work Speed !! !! !! !! Plant Harvest Yield !! !! !! !! Effective Work Speed !! !! !! !!
+
! rowspan = 2| Plants<br>Skill!! colspan = 4 | Plant Work Speed !! colspan = 4 | Plant Harvest Yield !! colspan = 4 | Effective Work Speed !! rowspan = 2| Plants<br>Skill
 
|-
 
|-
! Plants Skill !! Baseline !! 2 Bionic !! 2 Field !! Bionic + Field !! Baseline !! 2 Bionic !! 2 Field !! Bionic + Field !! Baseline !! 2 Bionic !! 2 Field !! Bionic + Field !! Plants Skill
+
! style="vertical-align:top;"| Baseline !! style="vertical-align:top;"| 2 Bionic !! style="vertical-align:top;"| 2 Field !! Bionic +<br> Field !! style="vertical-align:top; background:#8edf44;" | Baseline !! style="vertical-align:top; background:#8edf44;"| 2 Bionic !! style="vertical-align:top; background:#8edf44;"| 2 Field !! style="vertical-align:top; background:#8edf44;"| Bionic +<br> Field !! style="vertical-align:top;"| Baseline !! style="vertical-align:top;"| 2 Bionic !! style="vertical-align:top;"| 2 Field !! Bionic +<br> Field  
 
|-
 
|-
 
| 0 || 8 % || 12 % || 34 % || 26 % || 60 % || 69 % || 60 % || 65 % || 5 % || 8 % || 20 % || 17 % || 0
 
| 0 || 8 % || 12 % || 34 % || 26 % || 60 % || 69 % || 60 % || 65 % || 5 % || 8 % || 20 % || 17 % || 0
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|-
 
|-
 
| 7 || 89 % || 133 % || 372 % || 288 % || 98 % || 113 % || 98 % || 105 % || 87 % || 150 % || 364 % || 303 % || 7
 
| 7 || 89 % || 133 % || 372 % || 288 % || 98 % || 113 % || 98 % || 105 % || 87 % || 150 % || 364 % || 303 % || 7
|-
+
|-style="background:#A3BFAC;"
 
| 8 || 100 % || 150 % || 420 % || 325 % || 100 % || 115 % || 100 % || 108 % || 100 % || 173 % || 420 % || 349 % || 8
 
| 8 || 100 % || 150 % || 420 % || 325 % || 100 % || 115 % || 100 % || 108 % || 100 % || 173 % || 420 % || 349 % || 8
 
|-
 
|-
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| 20 || 238 % || 357 % || 1000 % || 774 % || 113 % || 130 % || 113 % || 121 % || 269 % || 464 % || 1130 % || 940 % || 20
 
| 20 || 238 % || 357 % || 1000 % || 774 % || 113 % || 130 % || 113 % || 121 % || 269 % || 464 % || 1130 % || 940 % || 20
 
|}
 
|}
 +
The data above shows that using a pair of field hands is 20% faster than using a bionic arm alongside a field hand. Whenever or not this increase is worth the additional -8% [[Moving]] penalty of the second field hand and the opportunity cost of not using a bionic arm (or archotech arm) is something to be considered.
 +
</div>
  
The [[drill arm]], a mining-oriented counterpart, has the same behaviour in terms of bonus speed calculation. However, the effective speed calculation for resource gathering is slightly different, due to the different mining yield skill curve, and mining yield being capped at 125%.
+
Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like [[drug]]s, [[cloth]], and [[devilstrand]]. Even on the [[sea ice]], (successful) colonies will eventually reach [[hydroponics]] and be able to farm. You may want to consider planting [[rice plant|rice]]; since the field hand is ''so'' efficient, the workload of rice is easily managed.
 
 
Unless replacing a missing or [[wooden hand]], the field hand does not improve [[manipulation]] and thus has no effect on [[Plant Harvest Yield]]. A colonist with a [[bionic arm]], by comparison, will spend more time per plant but generate slightly more output with each harvest.
 
 
 
The [[moving]] penalty predominately slows [[move speed]] but also decreases [[melee dodge chance]] and [[hunting stealth]]. Note that move speed calculation applies penalties from armor before the scaling to moving capacity - so while an otherwise unencumbered dual-field handed pawn will be 0.74c/s slower than a regular unencumbered pawn, the field handed pawn in [[cataphract armor]] will only be 0.61c/s slower than an cataphract-suited unmodified pawn. That is, the qualitative 16% reduction in move speed is maintained, so the larger the move speed penalty, the closer modified and unmodified pawns become quantitatively.
 
  
== Combat ==
+
This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that [[kiting]] tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's [[melee dodge chance]]. This can be eventually compensated, partially, by using [[bionic leg]]s.
  
Its attacks have 13% AP and 4.50 DPS.
+
Field hands can also be used to replace a missing hand. Compared to the [[wooden hand]], the field hand offers {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]].
  
 
== Version history ==
 
== Version history ==
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* [[Version/1.1.2565|1.1.2565]] - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.
 
* [[Version/1.1.2565|1.1.2565]] - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.
  
{{nav|body parts|wide}}
+
{{Nav|body parts|wide}}
 +
{{Nav|weapon|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]

Latest revision as of 13:02, 15 November 2024

Field hand

Field hand

This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
425 Silver

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Knuckle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Body Part
Hand

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 60 + Component 8
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
ImplantEmpireCommon, FieldHand
tradeTags
ImplantEmpireCommon


The field hand is an artificial body part that provides both the functionality of a normal hand, while also increasing Plant work speed by 160% and inflicting a -8% Moving penalty.

Acquisition[edit]

Field hands can be crafted at a machining table once the specialized limbs research project has been completed. Note that this research requires a techprint. Each requires Steel 60 Steel, Component 8 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

They can also be bought from Outlanders and Empire settlements.

The pawns that populate Farming work sites owned by an Outlander or Pirate factions, including minor factions, very commonly spawn with field hands.

Summary[edit]

Body part[edit]

Field hands replace the user's organic hand. They are universal and can be installed on either the left or right. This is a hand replacement, and cannot be installed on an artificial or missing arm.

The field hand acts as a fully functional hand, providing 100% Manipulation. This fully replaces the functionality of a regular arm, but with no enhancement. Manipulation, in turn, affects a great many stats. For a full list of stats, see Manipulation.

Other effects[edit]

Each field hand installed gives +160% Plant Work Speed. Note that this is an offset to the base value of the stat, which is then multiplied by factors like Global Work Speed and Manipulation. This means that the final value can be significantly higher. The effect of multiple field hands will stack.

Each field hand also inflicts a −8% Moving penalty. Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a penalty to melee dodge chance equivalent to an losing −1.44 levels of Melee skill per arm replaced.

Combat[edit]

A field arm replaces the natural "Fist" attack of the replaced hand.

  • Name Damage DPS AP Damage Type
    Heart Human Fist 8.2 4.1 12% Blunt
    Field hand Field hand 9 13% Blunt
  • Installation[edit]

    Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 4.

    Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

    If the operation fails, the part will be destroyed.

    Analysis[edit]

    Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works faster than a Plants 20 pawn. While the field hand disables the use of a work-enhancing bionic arm or archotech arm, if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase Plant Harvest Yield, so your Plants 0 pawn will not get much per harvest).

    Plant work speed is calculated as

    (100% + Offsets) * Plant work speed skill modifier * Manipulation * max(100%, 100% + (Sight - 100%) * 30%) * Global Work Speed

    Harvest yield is calculated as

    (100% + Offsets) * Plant Harvest Yield skill modifier * (100% + (Manipulation - 100%) * 30%) * max(100%, 100% + (Sight - 100%) * 20%)

    The effective plant work speed (yield per unit time spent working) is equal to the product of the work speed and the yield. The table below details the results of using bionic arms compared with field hands (rounded up), assuming a constant 100% global work speed and 100% Sight efficiency.

    Plants
    Skill
    Plant Work Speed Plant Harvest Yield Effective Work Speed Plants
    Skill
    Baseline 2 Bionic 2 Field Bionic +
    Field
    Baseline 2 Bionic 2 Field Bionic +
    Field
    Baseline 2 Bionic 2 Field Bionic +
    Field
    0 8 % 12 % 34 % 26 % 60 % 69 % 60 % 65 % 5 % 8 % 20 % 17 % 0
    1 20 % 29 % 82 % 63 % 70 % 81 % 70 % 75 % 14 % 24 % 57 % 48 % 1
    2 31 % 47 % 130 % 101 % 75 % 86 % 75 % 81 % 23 % 40 % 98 % 81 % 2
    3 43 % 64 % 179 % 138 % 80 % 92 % 80 % 86 % 34 % 59 % 143 % 119 % 3
    4 54 % 81 % 227 % 176 % 85 % 98 % 85 % 91 % 46 % 79% 193 % 160 % 4
    5 66 % 98 % 275 % 213 % 90 % 104 % 90 % 97 % 59 % 102 % 248 % 206 % 5
    6 77 % 116 % 323 % 250 % 95 % 109 % 95 % 102 % 73 % 126 % 307 % 256 % 6
    7 89 % 133 % 372 % 288 % 98 % 113 % 98 % 105 % 87 % 150 % 364 % 303 % 7
    8 100 % 150 % 420 % 325 % 100 % 115 % 100 % 108 % 100 % 173 % 420 % 349 % 8
    9 112 % 167 % 468 % 362 % 101 % 116 % 101 % 109 % 113 % 194 % 473 % 393 % 9
    10 123 % 185 % 517 % 400 % 102 % 117 % 102 % 110 % 125 % 216 % 528 % 438 % 10
    11 135 % 202 % 565 % 437 % 103 % 118 % 103 % 111 % 139 % 239 % 582 % 484 % 11
    12 146 % 219 % 613 % 475 % 104 % 120 % 104 % 112 % 152 % 262 % 638 % 530 % 12
    13 158 % 236 % 662 % 512 % 105 % 121 % 105 % 113 % 165 % 285 % 695 % 578 % 13
    14 169 % 254 % 710 % 549 % 106 % 122 % 106 % 114 % 179 % 309 % 752 % 626 % 14
    15 181 % 271 % 758 % 587 % 107 % 123 % 107 % 115 % 193 % 333 % 811 % 675 % 15
    16 192 % 288 % 806 % 624 % 108 % 124 % 108 % 116 % 207 % 358 % 671 % 724 % 16
    17 204 % 305 % 855 % 661 % 109 % 125 % 109 % 117 % 222 % 383 % 932 % 775 % 17
    18 215 % 323 % 855 % 699 % 110 % 127 % 110 % 118 % 237 % 408 % 993 % 826 % 18
    19 227 % 340 % 951 % 736 % 112 % 129 % 112 % 120 % 254 % 438 % 1065 % 886 % 19
    20 238 % 357 % 1000 % 774 % 113 % 130 % 113 % 121 % 269 % 464 % 1130 % 940 % 20

    The data above shows that using a pair of field hands is 20% faster than using a bionic arm alongside a field hand. Whenever or not this increase is worth the additional -8% Moving penalty of the second field hand and the opportunity cost of not using a bionic arm (or archotech arm) is something to be considered.

    Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like drugs, cloth, and devilstrand. Even on the sea ice, (successful) colonies will eventually reach hydroponics and be able to farm. You may want to consider planting rice; since the field hand is so efficient, the workload of rice is easily managed.

    This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that kiting tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's melee dodge chance. This can be eventually compensated, partially, by using bionic legs.

    Field hands can also be used to replace a missing hand. Compared to the wooden hand, the field hand offers +10% Manipulation for −8% Moving.

    Version history[edit]

    • Royalty DLC initial release - Added
    • 1.1.2565 - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.