Difference between revisions of "Mechanitor"

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{{Biotech}}
 
{{Biotech}}
'''Mechanitors''' are used to control [[mechanoid creation|mechanoid]]s in the [[Biotech (DLC)| Biotech DLC]].
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'''Mechanitors''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8?t=3607]</ref> are pawns who have a [[mechlink]] installed and are used to create and control [[mechanitor#Allied mechanoids|friendly mechanoids]].
  
==Mechlink==
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== Mechlink ==
Colonists can become mechanitors through a [[mechlink]], which can be obtained in the following ways:
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Colonists can become mechanitors through a [[mechlink]]. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist in a colony, and function normally.  
*[[Scenario system#The_Mechanitor|Starting out]] with one
 
*Destroying an Ancient Exostrider. This allows you to call in a mechanoid ship, with an extractable mechlink and some hostile mechanoids.
 
*The "discovered mechinator complex" quest, with hostile mechanoids guarding it.
 
  
Outside of starting with a mechlink, obtaining one will have you extracting it from the long-dead [[corpse]] of an ancient mechanitor.
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Other than [[Scenario system#The_Mechanitor|starting out]] with one, they can be obtained in the following ways:
 +
* Destroying an [[ancient exostrider midsection]], which generates on most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting [[scenario]] prevents the spawning of the exostrider by default.
 +
* The "discovered mechanitor complex" quest, with hostile mechanoids guarding it.
  
Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist at once, and function normally. Mechanoids may be transfered to different mechanitors.
+
Either way, you will have to extract the mechlink from the long-dead [[corpse]] of an ancient mechanitor. They can also be extracted from your dead colonist mechanitors, assuming it isn't destroyed.
  
==Summary==
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Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that are [[Incapable|incapable of Smithing]] cannot gestate or repair mechs. To be able to unlock mechanitor research the pawn can't be [[Incapable| incapable of Intellectual]].Also, pawns with [[trauma savant]] can't summon a [[diabolus]] directly from the [[comms console]] and must summon them by using the "summon mech threat" button of the pawn.
Mechanitors are required to control, build, and repair your [[mechanoid creation|allied mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail).
 
  
They can't tame mechanoids that are already hostile.
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== Summary ==
 +
Mechanitors are required to control, build, and repair your [[Mechanitor#Allied mechanoids|allied mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.
  
===Mechanoid Control===
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Mechanoids require [[power]] and create [[pollution]] when recharged normally.
Once built, mechs may be drafted like a colonist. However, they may only be controlled if their destination is within a 25-tile radius from their mechanitor. In addition, the mechanitor must be controllable by the player, e.g. not [[downed]] and not under a [[mental break]]. Mechs can be drafted outside of this range, where they can defend themselves and carry out combat commands that were already ordered.
 
  
Outside of combat, mechs are put into '''control groups'''. Each group can then be assigned to one of four orders:
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=== Mechanoid control ===
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.
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{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}}
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.
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Mechs are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', and the control group as a whole can then be assigned to one of four orders:
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
 
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.
 
  
Control groups and orders may be changed so long as the mechanitor and their mechs are in the same map. If they are seperated, mechs will continue to do their tasks without a problem, but control groups and their orders can not be changed. Mechs won't leave or become hostile if the mechanitor is away.
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* '''Work''': Do available work tasks. Start charging after reaching a configurable % of power left (defaults to 5%).
 +
* '''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left (defaults to 5%).
 +
* '''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
 +
* '''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution. Mechs can be woken up again when they reach 15% energy.
  
By default, each mechanitor has 2 groups available. Control groups can be increased by wearing a [[control pack]] or installing a [[control sublink]]. Both [[control sublink (standard)]] and [[control sublink (high)]] may be installed multiple times; 3 for standard, and a further 3 for high (on top of 3 standard sublinks). Sublinks also boost the efficiency of mechanoids.
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Control groups and orders may be changed, however the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs are in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed. By default, a mechanitor has 2 control groups, but this can be increased through the use of [[control sublink]]s and the [[control pack]].
  
==Bandwidth==
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Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.
'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives +6 bandwidth. To increase it, you must build or craft items.
 
  
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth then decreases below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony.
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If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc., and mechs with enough bandwidth are unaffected. After 1 game-day, or {{ticks|60000}} uncontrolled, there is a chance for a mech to go feral with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}
  
===Bandwidth Cost===
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=== Upgrades ===
The heavier the mechanoid is, the more Bandwidth it takes up:
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All mechanitor upgrades are installed like the mechlink itself.
*1: [[Lifter]], [[Militor]], [[Cleansweeper]], [[Paramedic]], [[Fabricor]]
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* [[Control sublink]]: Increases work speed by {{+|6%}} per sublink, and increases control groups by {{+|1}}, to a cumulative max bonus of {{+|6}} additional control groups and {{+|36%}} work speed.
*2: [[Scyther]], [[Pikeman]], [[Scorcher]], [[Lancer]], [[Legionary]]
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** [[Standard control sublink]]s can be installed 3 times.
*3: [[Tunneler]], [[Tesseron]]
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** [[High control sublink]]s can be installed 3 times on pawns with 3 standard sublinks already installed.
*4: [[Centipede]] (all)
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* [[Mech gestation processor]]: Increases [[Mechanitor#Gestation|mech gestation]] speed by 33.3% per implant. Can be installed up to 6 times.
*5: [[Centurion]], [[Diabolus]], [[War queen]]
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* [[Remote repairer]]: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.
 +
* [[Remote shielder]]: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.
 +
* [[Repair probe]]: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.
  
===Increasing Bandwidth===
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== Allied mechanoids ==
Apparel items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.
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With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a mechanitor.
 +
=== Acquisition ===
 +
Mechanitors are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechanitor in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.
  
*[[Mechlink]]: +6
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#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
*[[Band node]]: +1
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#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]]), while more complex ones require a [[standard subcore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.
*[[Airwire headset]]: +3
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#After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]].
*[[Array headset]]: +6
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:: Gestation types are measured in cycles, where larger mechs require more cycles, and each cycle will need to be initiated by the mechanitor after the previous one is completed. When cycling is done, the mechanitor must take the mech out. If power is lost during gestation, the cycle will be paused, but no other adverse effects will occur.
*[[Bandwidth pack]]: +6
 
*[[Mechcommander helmet]]: +6
 
*[[Integrator headset]]: +9
 
*[[Mechlord helmet]]: +12
 
*[[Mechlord suit]]: +12
 
  
==Mech Signaling==
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More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[diabolus]], [[war queen]], and [[apocriton]], in order of progression - and studying their specific item before it is possible.
 +
 
 +
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. You can create every mechanoid in the game, except for the [[termite]] and [[apocriton]].
 +
 
 +
==== Gestation ====
 +
{{Stub|section=1|reason= Initiating time modified by anything? What happens if the mechanitor dies mid cycle?}}
 +
Rather than traditional work to make them, creating mechanoids requires the undertaking of some number of gestation cycles. A mechanitor must work at the gestator for {{Ticks|1800}}{{Check Tag|Modified?|Is this time value modified by any stat or skill?}} in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered [[Work#Smith|Smithing]] work.
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 +
Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's [[Mech Gestation Speed]]. Mech Gestation Speed is controlled by the mechanitor's [[Crafting]] skill and the number of [[mech gestation processor]]s they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a [[Mech gestation processor]] or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]].
 +
 
 +
If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur
 +
 
 +
=== General information ===
 +
Mechanitors are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which limits the number of mechanoids they can command. Larger and more complex mechanoids require more bandwidth.
 +
 
 +
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and [[temperature]] extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.
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 +
Mechs considered "light" use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered "medium" or heavier use the [[large mech recharger]] and [[large mech gestator]].
 +
 
 +
==== Power ====
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Player mechanoids use a variable amount of power, depending on their state.
 +
* They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.
 +
* Labor mechs use 3% power / day while idle, or not doing work. {{Check Tag|Including tunneler?}}
 +
* Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of +1% power / day. Mechs that run out of power will also enter this state.
 +
* When [[downed]], or in the world map on a [[caravan]], they use 0% power.
 +
 
 +
They can be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.
 +
 
 +
==== Repair ====
 +
 
 +
Mechanitors can repair friendly mechanoids regardless of who actually controls it, at the cost of Energy. Damaged parts are repaired first in random order before missing parts are replaced, although replacing a completely destroyed part takes roughly the same amount of time as repairing 1 point of damage to a non-destroyed part. The overall Energy cost depends on the mech's weight class, and the speed of repair on the Mechanitor's crafting skill, starting at 80% for skill level 0 and +10% speed for every level, to a max of 280% at level 20{{Check Tag|rate in dps?| 100% looks like about 1 dmg per second based on observation, but I can't find a better source}}. If killed, Light mechanoids can be resurrected with a [[Mech gestator]] and all other mechs using a [[Large mech gestator]] at the size-dependent cost of some [[steel]] and 1 gestation cycle.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Weight<br>Class !! Energy cost per 100 units of damage !! Steel cost to resurrect
 +
|-
 +
! Light
 +
| 66 || 25
 +
|-
 +
! Medium
 +
| 33|| 50
 +
|-
 +
! Heavy
 +
| 20  || 100
 +
|-
 +
! Ultraheavy
 +
| 33  || 150
 +
|}
 +
 
 +
=== Work speed ===
 +
Most mechanoids have a natural [[Global Work Speed]] of 50%. [[Tunneler (Mechanoid)|Tunnelers]] have a Global Work Speed of 150%, and the [[agrihand]] and [[constructoid]] have special modifiers to their specific job's work speed (applied after all Global Work Speed calculations).
 +
 
 +
Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:
 +
{| class="wikitable"
 +
|-
 +
| '''Final work speed =''' (Base Work Speed &times; Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus
 +
|}
 +
* Being in range of a [[mech booster]] boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
 +
* Each [[control sublink (standard)|control sublink]] installed into the mechanitor increases [[Global Work Speed]] by {{+|6%}}, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a {{+|36%}} boost.
 +
* If their mechanitor follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Mechanoid labor|Mechanoid Labor: Enhanced]] precept, mechs gain an additive {{+|20%}} boost to [[Global Work Speed]], at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.
 +
 
 +
As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a {{Good|x140%}} increase.
 +
 
 +
For example, with a work speed of 50%:
 +
{| class="wikitable"
 +
|-
 +
! Control<br>Sublinks !! Work Speed !! Mech Boosted !! Mech Boosted<br>+ [[Ideoligion#Mechanoid labor|Labor: Enhanced]]{{IdeologyIcon}}
 +
|-
 +
! 0
 +
| 50% ||  75% ||  95%
 +
|-
 +
! 1
 +
| 56% ||  81% || 101%
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|-
 +
! 2
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| 62% ||  87% || 107%
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|-
 +
! 3
 +
| 68% ||  93% || 113%
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|-
 +
! 4
 +
| 74% ||  99% || 119%
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|-
 +
! 5
 +
| 80% || 105% || 125%
 +
|-
 +
! 6
 +
| 86% || 111% || 131%
 +
|}
 +
 
 +
Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.
 +
 
 +
=== Raid points ===
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{{Main|Raid points}}
 +
The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards "[[raid points#Pawn points|pawn points]]" relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section. The combat power of all combat mechs can be viewed [[Mechanoid hive#Pawns|here]].
 +
 
 +
== Bandwidth ==
 +
'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives {{+|6}} bandwidth. To increase it further, you must build or craft items.
 +
 
 +
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth also dictates how many [[toxic wastepack]]s they will produce after recharging.
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 +
=== Bandwidth cost ===
 +
{{Recode|section=1|reason=Consider Merge wastepacks into main table and replacing section with intrapage link to table. Discussion welcome}}
 +
The heavier the mechanoid is, the more bandwidth it takes up:
 +
 
 +
{{Mech Bandwidth}}
 +
 
 +
=== Increasing bandwidth ===
 +
Apparel and gear items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.
 +
 
 +
* [[Band node]]: {{+|1}}
 +
* [[Airwire headset]]: {{+|3}}
 +
* [[Mechlink]]: {{+|6}}
 +
* [[Array headset]]: {{+|6}}
 +
* [[Mechcommander helmet]]: {{+|6}}
 +
* [[Bandwidth pack]]: {{+|9}}
 +
* [[Integrator headset]]: {{+|9}}
 +
* [[Mechlord helmet]]: {{+|12}}
 +
* [[Mechlord suit]]: {{+|12}}
 +
 
 +
Therefore, the maximum bandwidth possible without band nodes is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of {{Good|{{#expr:6+9+12+12}}}}.
 +
 
 +
To connect to a band node, select a band node, click the '''Tune to...''' button and select an available Mechanitor. Tuning for the first time lasts '''5 seconds''', re-tuning lasts '''3 days'''. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor [[Death|dies]]. When band nodes no longer receive [[power]], they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected [[mechanoids]].
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 +
== Mech signaling ==
 
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.  
 
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.  
  
*[[Diabolus]] - Powered [[comms console]]
+
* [[Diabolus]] - Powered [[comms console]]
*[[War queen]] - [[Mechband antenna]]
+
* [[War queen]] - [[Mechband antenna]]
*[[Apocriton]] - [[Mechband dish]]
+
* [[Apocriton]] - [[Mechband dish]]
  
 
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.
 
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.
  
==See Also==
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== Controllable mechanoids ==
*[[Mechanoid creation]] - For information of allied mechanoids themselves
+
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT|sortable c_06 text-center}}
 +
|-
 +
! style="vertical-align: top;" colspan="2" | Mechanoid
 +
! style="vertical-align: top;"| Class
 +
! style="vertical-align: top;"| Armor<br>(S/B/H)
 +
! style="vertical-align: top;"| Body<br>Size
 +
! style="vertical-align: top;"| Health<br>Scale
 +
! style="vertical-align: top;"| Move<br>Speed
 +
! style="vertical-align: top;" data-sort-type="number"| Melee DPS<ref name="Actual">Note: This is the actual base average derived from the [[Weapons#Listed_DPS_on_pawns|melee verb system]] updated in [[Version/1.1.2610|1.1.2610]], it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder</ref><br>([[Melee Hit Chance|Post Hit Chance]])
 +
! style="vertical-align: top;"| Ranged weapon
 +
! style="vertical-align: top;"| Bandwidth
 +
! style="vertical-align: top;"| Research
 +
! style="vertical-align: top;"| Cost
 +
! style="vertical-align: top;"| [[Gestation cycle|Cycles]]
 +
! style="vertical-align: top;"| Market Value<ref name="Weapon value">Note: This value includes that of the weapon it spawns with.</ref>
 +
{{#ask: [[Type::Mechanoid]] [[Resource 1::+]]
 +
| named args=yes
 +
| ? # - = ?Pagename
 +
| ?Name=?Name
 +
| ?Armor - Sharp = ?Armor - Sharp
 +
| ?Armor - Blunt = ?Armor - Blunt
 +
| ?Armor - Heat = ?Armor - Heat
 +
| ?Body Size = ?Body Size
 +
| ?Bandwidth = ?Bandwidth
 +
| ?Health Scale = ?Health Scale
 +
| ?Move Speed Base = ?Move Speed Base
 +
| ?Required Research = ?Required Research
 +
| ?Gestation Cycles = ?Gestation Cycles
 +
| ?Market Value Base # = ?Market Value Base
 +
| ?weaponTags = ?weaponTags
 +
| format=template
 +
| template=Mechanoid Table Row
 +
| sort = Required Research, name
 +
}}
 +
|}
 +
{{Reflist}}
 +
</div>
 +
</div>
 +
</li></div>
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
 +
* [[Version/1.4.3555|1.4.3555]] - Mechs now count as partial pawns for determining [[raid points]]. Added [[Ideoligion#Mechanoid labor|Mechanoid labor]] precept{{IdeologyIcon}}. Combat mechs now count as Autonomous Weapons for the [[Ideoligion#Autonomous weapons|Autonomous weapons]] precept. {{IdeologyIcon}}
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment
 +
 +
{{Nav|mechanoid|wide}}
 +
[[Category:Characters]]
 +
[[Category:Game mechanics]]
 +
 +
== References ==
 +
<references/>

Latest revision as of 10:25, 23 November 2024

Mechanitors (pronounced Mek-AN-it-TOR)[1] are pawns who have a mechlink installed and are used to create and control friendly mechanoids.

Mechlink[edit]

Colonists can become mechanitors through a mechlink. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist in a colony, and function normally.

Other than starting out with one, they can be obtained in the following ways:

  • Destroying an ancient exostrider midsection, which generates on most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting scenario prevents the spawning of the exostrider by default.
  • The "discovered mechanitor complex" quest, with hostile mechanoids guarding it.

Either way, you will have to extract the mechlink from the long-dead corpse of an ancient mechanitor. They can also be extracted from your dead colonist mechanitors, assuming it isn't destroyed.

Pawns that are psychically deaf can't become mechanitors, and pawns that are incapable of Smithing cannot gestate or repair mechs. To be able to unlock mechanitor research the pawn can't be incapable of Intellectual.Also, pawns with trauma savant can't summon a diabolus directly from the comms console and must summon them by using the "summon mech threat" button of the pawn.

Summary[edit]

Mechanitors are required to control, build, and repair your allied mechanoids. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related research. Mechanitors are limited to controlling mechs they have enough bandwidth for (See #Bandwidth for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.

Mechanoids require power and create pollution when recharged normally.

Mechanoid control[edit]

Mechs are fully autonomous. Mechanoids assigned to work tasks have an effective Skill of 10, though most have a 50% Global Work Speed, and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting zones. Specifically, mechs are put into control groups, and the control group as a whole can then be assigned to one of four orders:

  • Work: Do available work tasks. Start charging after reaching a configurable % of power left (defaults to 5%).
  • Escort: Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left (defaults to 5%).
  • Recharge: Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
  • Dormant self-charging: Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution. Mechs can be woken up again when they reach 15% energy.

Control groups and orders may be changed, however the mechanitor must be controllable (not downed and not under a mental break), and their mechs are in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed. By default, a mechanitor has 2 control groups, but this can be increased through the use of control sublinks and the control pack.

Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move to spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while in said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.

If the mechanitor dies or runs out of bandwidth, mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc., and mechs with enough bandwidth are unaffected. After 1 game-day, or 60,000 ticks (16.67 mins) uncontrolled, there is a chance for a mech to go feral with MTB of 10 in-game days, with a cascade radius of 25 tiles.[Verify]

Upgrades[edit]

All mechanitor upgrades are installed like the mechlink itself.

  • Control sublink: Increases work speed by +6% per sublink, and increases control groups by +1, to a cumulative max bonus of +6 additional control groups and +36% work speed.
  • Mech gestation processor: Increases mech gestation speed by 33.3% per implant. Can be installed up to 6 times.
  • Remote repairer: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.
  • Remote shielder: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.
  • Repair probe: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.

Allied mechanoids[edit]

With the release of the Biotech DLC, mechanoids may be built, gestated, and controlled by a colony - specifically, by a mechanitor.

Acquisition[edit]

Mechanitors are required to build, gestate, and control your own mechanoids. Research must be done with a valid mechanitor in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the Basic Mechtech research, which in turn requires the Electricity research to be completed first.

  1. Mechanitors must have enough bandwidth for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
  2. All mechanoids require a subcore to create, along with other materials like steel. Simple mechs use a basic subcore (from a subcore encoder), while more complex ones require a standard subcore (from a subcore softscanner) or high subcore (from a subcore ripscanner). The ripscanner in particular requires killing a human pawn to create.
  3. After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at a mech gestator or large mech gestator.
Gestation types are measured in cycles, where larger mechs require more cycles, and each cycle will need to be initiated by the mechanitor after the previous one is completed. When cycling is done, the mechanitor must take the mech out. If power is lost during gestation, the cycle will be paused, but no other adverse effects will occur.

More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the diabolus, war queen, and apocriton, in order of progression - and studying their specific item before it is possible.

Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. You can create every mechanoid in the game, except for the termite and apocriton.

Gestation[edit]

Rather than traditional work to make them, creating mechanoids requires the undertaking of some number of gestation cycles. A mechanitor must work at the gestator for 1,800 ticks (30 secs)[Modified?] in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered Smithing work.

Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's Mech Gestation Speed. Mech Gestation Speed is controlled by the mechanitor's Crafting skill and the number of mech gestation processors they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a Mech gestation processor or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see Mech Gestation Speed.

If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur

General information[edit]

Mechanitors are required to control mechanoids. A mechanitor has a limited amount of bandwidth, which limits the number of mechanoids they can command. Larger and more complex mechanoids require more bandwidth.

In general, mechanoids are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to EMP attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require power, and cause pollution in the process.

Mechs considered "light" use a regular mech recharger and mech gestator. Mechs considered "medium" or heavier use the large mech recharger and large mech gestator.

Power[edit]

Player mechanoids use a variable amount of power, depending on their state.

  • They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.
  • Labor mechs use 3% power / day while idle, or not doing work. [Including tunneler?]
  • Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of +1% power / day. Mechs that run out of power will also enter this state.
  • When downed, or in the world map on a caravan, they use 0% power.

They can be recharged at a mech recharger or large mech recharger, which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, toxic wastepacks are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.

Repair[edit]

Mechanitors can repair friendly mechanoids regardless of who actually controls it, at the cost of Energy. Damaged parts are repaired first in random order before missing parts are replaced, although replacing a completely destroyed part takes roughly the same amount of time as repairing 1 point of damage to a non-destroyed part. The overall Energy cost depends on the mech's weight class, and the speed of repair on the Mechanitor's crafting skill, starting at 80% for skill level 0 and +10% speed for every level, to a max of 280% at level 20[rate in dps?]. If killed, Light mechanoids can be resurrected with a Mech gestator and all other mechs using a Large mech gestator at the size-dependent cost of some steel and 1 gestation cycle.

Weight
Class
Energy cost per 100 units of damage Steel cost to resurrect
Light 66 25
Medium 33 50
Heavy 20 100
Ultraheavy 33 150

Work speed[edit]

Most mechanoids have a natural Global Work Speed of 50%. Tunnelers have a Global Work Speed of 150%, and the agrihand and constructoid have special modifiers to their specific job's work speed (applied after all Global Work Speed calculations).

Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:

Final work speed = (Base Work Speed × Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus
  • Being in range of a mech booster boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
  • Each control sublink installed into the mechanitor increases Global Work Speed by +6%, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a +36% boost.
  • If their mechanitor follows an ideoligionContent added by the Ideology DLC with the Mechanoid Labor: Enhanced precept, mechs gain an additive +20% boost to Global Work Speed, at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.

As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a ×140% increase.

For example, with a work speed of 50%:

Control
Sublinks
Work Speed Mech Boosted Mech Boosted
+ Labor: EnhancedContent added by the Ideology DLC
0 50% 75% 95%
1 56% 81% 101%
2 62% 87% 107%
3 68% 93% 113%
4 74% 99% 119%
5 80% 105% 125%
6 86% 111% 131%

Work speed can be further modified by regular factors, such as light and the Manipulation stat.

Raid points[edit]

The market value of mechs, and of any weapons they carry, do count as wealth for raid point calculations. Mechs also contribute towards "pawn points" relative to their mech's combat power. The exact percentage depends on current wealth and can be viewed in the pawn points section. The combat power of all combat mechs can be viewed here.

Bandwidth[edit]

Bandwidth controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives +6 bandwidth. To increase it further, you must build or craft items.

Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth also dictates how many toxic wastepacks they will produce after recharging.

Bandwidth cost[edit]

The heavier the mechanoid is, the more bandwidth it takes up:

Mechanoid Type Bandwidth Wastepacks Per Recharge
1 5
2 10
3 15
4 20
5 25

Increasing bandwidth[edit]

Apparel and gear items must be worn, and band nodes must be powered, for bandwidth to actually increase.

Therefore, the maximum bandwidth possible without band nodes is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of 39.

To connect to a band node, select a band node, click the Tune to... button and select an available Mechanitor. Tuning for the first time lasts 5 seconds, re-tuning lasts 3 days. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor dies. When band nodes no longer receive power, they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected mechanoids.

Mech signaling[edit]

Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.

Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.

Controllable mechanoids[edit]

  • Click to
    Mechanoid Class Armor
    (S/B/H)
    Body
    Size
    Health
    Scale
    Move
    Speed
    Melee DPS[2]
    (Post Hit Chance)
    Ranged weapon Bandwidth Research Cost Cycles Market Value[3]
    Agrihand Agrihand Light 20% / 10% / 200% 0.7 3.4 c/s 4
    (2.48)
    - Basic mechtech Steel 50 + Basic subcore 1 1 800
    Cleansweeper Cleansweeper Light 20% / 10% / 200% 0.3 3.4 c/s 2.31
    (1.43)
    - Basic mechtech Steel 50 + Basic subcore 1 1 800
    Constructoid Constructoid Light 20% / 10% / 200% 0.7 3.4 c/s 3.45
    (2.14)
    - Basic mechtech Steel 50 + Basic subcore 1 1 800
    Lifter Lifter Light 20% / 10% / 200% 0.7 2.8 c/s 2.31
    (1.43)
    - Basic mechtech Steel 50 + Basic subcore 1 1 800
    Militor Militor Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    (1.43)
    Mini-shotgun Basic mechtech Steel 50 + Basic subcore 1 1 1800
    Centipede burner Centipede burner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.03
    (3.74)
    Inferno cannon High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2600
    Centipede gunner Centipede gunner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.03
    (3.74)
    Minigun High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2360
    Diabolus Diabolus Superheavy 75% / 25% / 200% 4 4.5 2.4 c/s 6.06
    (3.76)
    Charge blaster turret
    Hellsphere cannon
    High mechtech Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 12 3000
    Fabricor Fabricor Light 20% / 10% / 200% 0.7 3.4 c/s 2.31
    (1.43)
    - High mechtech Steel 100 + High subcore 1 1 800
    Lancer Lancer Medium 40% / 20% / 200% 1 0.72 4.7 c/s 5.63
    (3.49)
    Charge lance High mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 2555
    Paramedic Paramedic Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    (1.43)
    - High mechtech Steel 100 + High subcore 1 1 800
    Pikeman Pikeman Medium 40% / 20% / 200% 1 0.85 2.5 c/s 5.23
    (3.24)
    Needle gun Standard mechtech Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1 2 2600
    Scorcher Scorcher Medium 40% / 20% / 200% 1 0.7 4.5 c/s 5.23
    (3.24)
    Mini-flameblaster Standard mechtech Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 2 2200
    Scyther Scyther Medium 40% / 20% / 200% 1 1.32 4.7 c/s 10
    (6.2)
    - Standard mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 1200
    Tunneler Tunneler Heavy 80% / 40% / 200% 3.5 1.5 1.9 c/s 7.59
    (4.71)
    - Standard mechtech Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 4 1200
    Centipede blaster Centipede blaster Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.03
    (3.74)
    Heavy charge blaster Ultra mechtech Steel 255 + Plasteel 355 + Component 8 + High subcore 1 6 2600
    Centurion Centurion Superheavy 75% / 25% / 200% 3.6 3 1.6 c/s 6
    (3.72)
    Charge blaster turret Ultra mechtech Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 12 1600
    Legionary Legionary Medium 40% / 20% / 200% 1 0.72 4.3 c/s 5.23
    (3.24)
    Needle launcher Ultra mechtech Plasteel 100 + Component 6 + High subcore 1 4 2600
    Tesseron Tesseron Medium 40% / 20% / 200% 1 0.72 4.7 c/s 5.63
    (3.49)
    Beam graser Ultra mechtech Plasteel 110 + Component 7 + High subcore 1 4 1344
    War queen War queen Superheavy 75% / 25% / 200% 4 5.2 1.6 c/s 2
    (1.24)
    Charge blaster turret Ultra mechtech Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 12 1600
    War urchin War urchin Light 20% / 10% / 200% 0.7 1.3 4.2 c/s 3.17
    (1.97)
    Spiner Ultra mechtech Steel 25 1300
    1. Tynan Sylvester Interview, Hot Potato 2022 [1]
    2. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder
    3. Note: This value includes that of the weapon it spawns with.
  • Version history[edit]

    • Biotech DLC Release - Added.
    • 1.4.3527 - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
    • 1.4.3555 - Mechs now count as partial pawns for determining raid points. Added Mechanoid labor preceptContent added by the Ideology DLC. Combat mechs now count as Autonomous Weapons for the Autonomous weapons precept. Content added by the Ideology DLC
    • 1.4.3580 - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment

    References[edit]