Difference between revisions of "Constructoid"

From RimWorld Wiki
Jump to navigation Jump to search
 
(66 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{Biotech}}{{Stub}}
+
{{Biotech}}
 
{{infobox main|none|
 
{{infobox main|none|
 
| name = Constructoid
 
| name = Constructoid
| image =  
+
| image = Constructoid east.png
| description =  
+
| description = A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.
| type =  
+
| type = Mechanoid
| movespeed =  
+
| movespeed = 3.4
| flammability =  
+
| flammability = 0
| marketvalue =  
+
| marketvalue = 800
| armorblunt =  
+
| armorblunt = 10
| armorsharp =  
+
| armorsharp = 20
| armorheat =  
+
| armorheat = 200
| min comfortable temperature =  
+
| min comfortable temperature = -100
| max comfortable temperature =  
+
| max comfortable temperature = 250
| bodysize =  
+
| bandwidth cost = 1
| healthscale =  
+
| bodysize = 0.7
| hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details -->
+
| healthscale = 1
| lifespan =  
+
| lifespan = 2500
| attack1dmg =  
+
| attack1dmg = 10
| attack1type =  
+
| attack1type = Blunt
| attack1cool =  
+
| attack1cool = 2.9
| attack1part =  
+
| attack1part = Torso
| attack5chancefactor =  
+
| page verified for version = 1.4.3525
 +
| weaponTags =
 +
<!-- Creation -->
 +
| research = Basic mechtech
 +
| production facility 1 = Mech gestator
 +
| gestation cycles = 1
 +
| resource 1 = Steel
 +
| resource 1 amount = 50
 +
| resource 2 = Basic subcore
 +
| resource 2 amount = 1
 
}}
 
}}
A '''constructoid''' is a mechanoid added by the [[Biotech DLC]].
+
A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]] that is capable of constructing and repairing buildings.
  
== Summary ==
+
== Acquisition ==
Constructoids can perform an array of construction tasks, from building roofs to repairing buildings and even hauling resources to blueprints. The constructoid is equipped with a small slug gun for light defense and built-in cutting blades, but is not a good frontline fighter.
+
{{Acquisition}}
  
Constructoids have a Construction skill of 10, but a [[Global Work Speed]] of 40%. Compared to [[Carrier]] dyrads{{IdeologyIcon}}, mechs don't need to sleep; their power recharge means they have less downtime than organic pawns. Both don't need to eat or recreate.
+
Additionally, upon a mechanitor installing a new mechlink for the first time, an [[event]] will trigger that causes a friendly [[Lifter]] or [[Constructoid]] to drop onto the colony, which will automatically link with the new mechanitor.
 +
 
 +
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 +
 
 +
== Summary ==
 +
{{Mechanoid Summary}}
 +
 
 +
Dead constructoids may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the constructoid.
 +
 
 +
=== 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.
 +
 
 +
As a labor-focused mech, constructoids are never found in mechanoid [[raid]]s.
 +
 
 +
=== As an ally ===
 +
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.
 +
 
 +
=== Work ===
 +
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. However, they have a base [[Construction Speed]] ''set'' to 50%, and a further [[Global Work Speed]] modifier of 50%. This results in a Construction Speed stat of 25%, which is {{%|25/117.5 round 2}} as fast as a human of the same skill.
 +
 
 +
Constructoids will also move items and cut plants to start working on a blueprint, however they have an effective [[Skill#Plants|plants]] skill of 0 and move at {{P|Move Speed Base}} {{CS}}, {{%|1-({{P|Move Speed Base}}/{{Q|Human|Move Speed Base}}) round 2}} slower than a human.
  
 
== Analysis ==
 
== Analysis ==
The constructoid has 10 construction that allows it to create most skill-locked buildings.
+
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.
It has a construct speed of 20%, making in inferior to a skilled pawn unless in great numbers.
 
Costs 50 steel and 1 subcore to make, or a total of 100 steel and 2 components.
 
Creates 5 toxic wastepacks on gestration.
 
  
The constructoid will move to any blueprint automatically and being construction, provided the resources are available. They will haul resources to the blueprint or cut down plants in the way if needed, but otherwise will only construct.
+
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.
The constructoid cannot be manually controlled unless drafted, in which case they can be ordered to move, melee, and shoot targets.
 
  
== Training ==
+
If a building has a quality level, but requires a substantial amount of work to build, you can save time by having a constructoid work on it while your skilled builders do other things (such as sleep or build other furniture). When the building is near completion, simply manually order the builder to work on the furniture, or forbid it until a builder is available. As a building's quality is determined only by the skill level of the last builder to work on it, this can save a substantial amount of time, especially when working on buildings that may take over a day to build (such as a stone [[grand meditation throne]]{{RoyaltyIcon}}) by allowing work to continue uninterrupted. It is also worth noting they aren't restricted by ideologies {{IdeologyIcon}} as long as one pawn has the precept required for the structure allowing them to construct things such as [[Fungal gravel]].
If applicable
+
 
{{TrainingTable}}
+
Once you've built your entire base, you can put constructoids to work by producing constant [[spike trap]]s. 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 tile]]s{{RoyaltyIcon}}. 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 ==
 
== Health ==
Specify body type when known.
+
=== Body parts ===
{{Animal Health Table}}
+
{{Animal Health Table|Mech_Light}}
 +
 
 +
== Gallery ==
 +
<gallery>
 +
Constructoid east.png| Age 0-99 Constructoid facing east
 +
Constructoid north.png| Age 0-99 Constructoid facing north
 +
Constructoid south.png| Age 0-99 Constructoid facing south
 +
</gallery><gallery>
 +
ConstructoidAncient east.png| Age 100+ Constructoid facing east
 +
ConstructoidAncient north.png| Age 100+ Constructoid facing north
 +
ConstructoidAncient south.png| Age 100+ Constructoid facing south
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 
+
* [[Version/1.4.3555|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.''"
NAV AND CATEGORIES GO HERE.
+
* [[Version/1.4.3901]] or prior - Melee attack damage reduced from 15 to 10.
 +
{{nav|mechanoid|wide}}
 +
[[Category:Mechanoids]]

Latest revision as of 19:27, 24 November 2024

Constructoid

Constructoid

A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Mechanoid

Bandwidth Cost
1

Armor

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.4 c/s
Health Scale
100% HP
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
10 dmg (Blunt)
15 % AP
2.9 second cooldown
Average DPS
2.14

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Gestation Cycles
1
Resources to make
Steel 50 + Basic subcore 1

A constructoid is a mechanoid added by the Biotech DLC that is capable of constructing and repairing buildings.

Acquisition[edit]

Constructoids can be gestated by a mechanitor at a mech gestator once the basic mechtech research project has been completed. Each requires Steel 50 Steel, Basic subcore 1 Basic subcore and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate. They take up 1 bandwidth from their linked mechanitor.

Additionally, upon a mechanitor installing a new mechlink for the first time, an event will trigger that causes a friendly Lifter or Constructoid to drop onto the colony, which will automatically link with the new mechanitor.

Dead, friendly constructoids can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Constructoid, Steel 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

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).

Dead constructoids may be shredded at the machining table or crafting spot for Steel 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the constructoid.

Combat[edit]

Constructoids 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, constructoids are never found in mechanoid raids.

As an ally[edit]

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.

Work[edit]

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. However, they have a base Construction Speed set to 50%, and a further Global Work Speed modifier of 50%. This results in a Construction Speed stat of 25%, which is 21% as fast as a human of the same skill.

Constructoids will also move items and cut plants to start working on a blueprint, however they have an effective plants skill of 0 and move at 3.4 c/s, 26% slower than a human.

Analysis[edit]

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.

If a building has a quality level, but requires a substantial amount of work to build, you can save time by having a constructoid work on it while your skilled builders do other things (such as sleep or build other furniture). When the building is near completion, simply manually order the builder to work on the furniture, or forbid it until a builder is available. As a building's quality is determined only by the skill level of the last builder to work on it, this can save a substantial amount of time, especially when working on buildings that may take over a day to build (such as a stone grand meditation throneContent added by the Royalty DLC) by allowing work to continue uninterrupted. It is also worth noting they aren't restricted by ideologies Content added by the Ideology DLC as long as one pawn has the precept required for the structure allowing them to construct things such as Fungal gravel.

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 tilesContent added by the Royalty DLC. 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[edit]

Body parts[edit]


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 40 1 100% 40% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 30 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 30 1 80% 4.6% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Gallery[edit]

Version history[edit]

  • 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."
  • Version/1.4.3901 or prior - Melee attack damage reduced from 15 to 10.