Difference between revisions of "Mechanoids"

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{{TOCright}}<onlyinclude>
 
{{TOCright}}<onlyinclude>
 
{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}</onlyinclude>
 
{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}</onlyinclude>
''For information about the [[Biotech DLC]], see [[Mechanoid creation]] and [[Mechanitor]]. For the [[faction]] of hostile mechanoids, see [[Mechanoid Hive]].''
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'' For the [[faction]] of hostile mechanoids, see [[Mechanoid hive]]. For information about the [[Biotech DLC]], see [[Mechanitor]].''
  
 
'''Mechanoids''' are deadly autonomously intelligent robots.
 
'''Mechanoids''' are deadly autonomously intelligent robots.
  
 
== Summary ==
 
== Summary ==
Mechanoids are machines. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], toxicity, and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes.
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Mechanoids are machines. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], [[toxic buildup]], and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes.
 +
 
 +
Enemy mechanoids will automatically die if they are [[downed]] for any reason, or if their [[Manipulation]] is at 0%.
  
 
===Mechanoid Hive===
 
===Mechanoid Hive===
 
{{Main|Mechanoid Hive}}
 
{{Main|Mechanoid Hive}}
Hostile mechanoids are part of a '''Mechanoid Hive'''. They can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology]]{{IdeologyIcon}} DLC.
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Hostile mechanoids are part of a '''Mechanoid Hive'''. They can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also [[raid]] the player's base directly, or be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology]]{{IdeologyIcon}} DLC.
  
 
===Allied Mechanoids===
 
===Allied Mechanoids===
 
{{Main|Mechanoid creation}}
 
{{Main|Mechanoid creation}}
In the [[Biotech DLC]]{{BiotechIcon}}, many more mechanoid types are added, and mechanoids can be [[mechanoid creation#Acquisition|gestated]] by your colony. A [[mechanitor]] with enough [[bandwidth]] is required to keep them from going feral. The Biotech DLC must be active for you to create mechanoids.
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In the [[Biotech DLC]]{{BiotechIcon}}, many more mechanoid types are added. You can create friendly mechanoids by [[mechanoid creation#Acquisition|gestating]] them. A [[mechanitor]] with enough [[bandwidth]] is required to both create them, and keep mechs from going feral. The Biotech DLC must be active for you to create mechanoids.
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 +
These gestated variants require [[power]] and have to be recharged, which creates [[Pollution]]. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a [[corpse]], friendly mechanoids can be resurrected for a [[steel]] cost.
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Allied Mechanoids do not consume any power while in a caravan and will return to their previous work mode when they arrive at the destination.
 +
 
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{{:Mechanoid hive/Pawns}}
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== Lore ==
 +
{{See also|Lore}}
 +
<onlyinclude>
 +
Killer machines of unknown origin. Hidden in ancient structures, under mounds of dust, or at the bottom of the ocean, mechanoids can self-maintain for thousands of years. This group of mechs seems to be unified in purpose, but not well-coordinated in action. While local scholars believe they're autonomous weapons left over from an ancient war, tribal legends describe them as the demonic servants of a sleeping god. - Faction description.
  
These gestated variants require [[power]] and have to be recharged, which creates [[Pollution]]. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a [[corpse]], friendly mechanoids can be ressurected for a [[steel]] cost.
+
In the [[lore]], Mechanoids are autonomous intelligent robots built for a variety of purposes. The technologies required to build them vary based on the complexity of the resultant mechanoid, with [[Lore#Tech_levels|Spacer-level]]<includeonly><ref name="Cryptosleep Revival Briefing"/></includeonly><noinclude><ref name="Cryptosleep Revival Briefing">[[Lore#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]</ref></noinclude> urbworlds<includeonly><ref name="Keuneke"/></includeonly><noinclude><ref name="Keuneke">Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]</ref></noinclude> being able to construct more simple mechanoids for companionship, combat and labor use, while only glitterworlds are capable of constructing the more advanced, quasi-conscious versions.<ref name="Cryptosleep Revival Briefing"/> Others still are constructed and utilized by [[Lore#Archotech|archotechs]]. <includeonly><ref name="Codex"/></includeonly><noinclude><ref name="Codex">Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]</ref></noinclude><ref>[[Quest]] descriptions</ref>
  
== Mechanoid Types ==
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In-game, mechanoids can be constructed and controlled with a [[mechlink]]{{BiotechIcon}}. Otherwise, only combatant mechanoids from a single, somewhat mysterious source are seen. There are some indications that the Mechanoids seen in game may have been built by, or otherwise allied with, an ancient army, perhaps that of the [[Ancients]] faction.<ref>[[Orbital mech cluster targeter]] description</ref>. Whatever the case however, they have since lost any allegiances they may have had and are now hostile to every other faction.
Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.
 
  
===Core===
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[[Crashed ship parts|Defoliator ship parts]] are usually associated with orbital-drop mechanoid armies.<ref>[[Crashed ship parts|Ship part (defoliator)]] description</ref>
*[[Scyther]] - Fast, melee combat mechanoid
 
*[[Pikeman]] - High range, low-medium damage combat mechanoid
 
*[[Lancer]] - Fast, medium ranged combat mechanoid with the high damage [[charge lance]]
 
*[[Centipede]] - Crowd-control mechanoid with increidble bulk; 3 possible weapons
 
*[[Termite]] - Designed to destroy [[wall]]s; their thump cannon can do so in 1 hit
 
  
===Biotech===
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[[Insectoid]] ecosystems were genetically engineered to fight Mechanoid invasions<ref name="Megascarab Description">[[Megascarab]] description</ref> and thus the two factions are always hostile to one another.
{{Biotech|section=1}}
 
'''Labor'''
 
*[[Lifter]] - Mechanoid designed for [[hauling]].
 
*[[Constructoid]] - Mechanoid designed for construction.
 
*[[Fabricor]] - Mechanoid designed for crafting and tailoring.
 
*[[Agrihand]] - Mechanoid designed for plant work.
 
*[[Cleansweeper]] - Mechanoid designed for cleaning.
 
*[[Paramedic]] - Mechanoid designed for rescue and tending, with the ability to jump and a [[firefoam pack]].
 
*[[Tunneler_(Mechanoid)|Tunneler]] - Mechanoid designed for fast mining; comes with a shield, smoke pack, and melee attack
 
  
'''Combat'''
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In addition to the existing mechanoid types encountered by a colony, the ancient exostrider ruins are described as being mechanoids before their destruction. </onlyinclude>
*[[Militor]] - Combat mechanoid, armed with a low-power [[mini-shotgun]]. Cheap to gestate and maintain.
 
*[[Scorcher]] - Combat mechanoid designed to burn enemies
 
*[[Tesseron]] - Combat mechanoid with sweeping beam graser attack.
 
*[[Legionary]] - Combat mechanoid with bullet shield and needle gun.
 
*[[Centurion]] - Built-in shield bubble generator, point-defense bulb turret capable of firing while the mechanoid is moving.
 
  
'''Commanders:'''
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===References===
*[[Diabolus]] - Ultra-powerful, but slow hellsphere cannon. Otherwise, they have a relatively small turret and a flame burst ability.
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<references/>
*[[War queen]] - Built-in mech gestaor, creating a mass of [[war urchin]]s.
 
*[[War urchin]] - Small mechanoids created by a war queen, they have a finite power supply and can't be recharged.
 
  
 
== Trivia ==
 
== Trivia ==
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
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* Although all mechanoid-only weapons are 'Spacer' in terms of tech level, the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
 +
* All mechanoids have a 'clean' and an 'ancient' version. A mechanoid will turn ancient after 100 biological years, going from having a white hue to a faded light green hue, but the difference is purely cosmetic.
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.
 
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.
* [[Biotech DLC]] - Added many more mechanoids, the ability to create mechanoids, and mechanitor
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* Beta 19/1.0 - Mechanoids now die whenever downed.
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* [[Biotech DLC]] - Added many more mechanoids, the ability to create mechanoids, and the mechanitor system.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Errors preventing mechs from acting in very niche circumstances.
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Creatures]]
 
[[Category:Creatures]]

Latest revision as of 04:48, 24 August 2024

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Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.

For the faction of hostile mechanoids, see Mechanoid hive. For information about the Biotech DLC, see Mechanitor.

Mechanoids are deadly autonomously intelligent robots.

Summary[edit]

Mechanoids are machines. They do not eat, do not feel mood or pain, and are immune to fire, toxic buildup, and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to EMP attacks, though will "Adapt" for 2,200 ticks (36.67 secs) (regardless of source), making them immune to all further EMP strikes.

Enemy mechanoids will automatically die if they are downed for any reason, or if their Manipulation is at 0%.

Mechanoid Hive[edit]

Hostile mechanoids are part of a Mechanoid Hive. They can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base directly, or be found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. They may sometimes appear dormant in Ancient Complex and guarding any relic with IdeologyContent added by the Ideology DLC DLC.

Allied Mechanoids[edit]

In the Biotech DLCContent added by the Biotech DLC, many more mechanoid types are added. You can create friendly mechanoids by gestating them. A mechanitor with enough bandwidth is required to both create them, and keep mechs from going feral. The Biotech DLC must be active for you to create mechanoids.

These gestated variants require power and have to be recharged, which creates Pollution. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a corpse, friendly mechanoids can be resurrected for a steel cost.

Allied Mechanoids do not consume any power while in a caravan and will return to their previous work mode when they arrive at the destination.

  • Pawn Type Combat Power Armor (S/B/H) Weapons Age Range Move Speed Additional Info
    Scyther
    Scyther
    150 40% / 20% / 200% Melee (Blades) Any 4.7 c/s -
    Lancer
    Lancer
    180 40% / 20% / 200% Charge lance Any 4.7 c/s -
    Centipede blaster
    Centipede blaster
    400 72% / 22% / 200% Heavy charge blaster Any 1.9 c/s -
    Centipede burner
    Centipede burner
    400 72% / 22% / 200% Inferno cannon Any 1.9 c/s -
    Centipede gunner
    Centipede gunner
    400 72% / 22% / 200% Minigun Any 1.9 c/s -
    Pikeman
    Pikeman
    110 40% / 20% / 200% Needle gun Any 2.5 c/s -
    Termite
    Termite
    110 56% / 22% / 200% Thump cannon Any 2.1 c/s -
    MilitorContent added by the Biotech DLC
    Militor
    45 20% / 10% / 200% mini-shotgun Any 3.8 c/s -
    LegionaryContent added by the Biotech DLC
    Legionary
    150 40% / 20% / 200% Needle launcher Any 4.3 c/s AoE shield
    TesseronContent added by the Biotech DLC
    Tesseron
    150 40% / 20% / 200% Beam graser Any 4.7 c/s -
    ScorcherContent added by the Biotech DLC
    Scorcher
    75 40% / 20% / 200% Mini-flameblaster Any 4.5 c/s -
    TunnelerContent added by the Biotech DLC
    Tunneler
    250 80% / 40% / 200% Melee (Power claws) Any 1.9 c/s Personal shield
    CenturionContent added by the Biotech DLC
    Centurion
    250 75% / 25% / 200% Charge blaster turret Any 1.6 c/s AoE shield
    DiabolusContent added by the Biotech DLC
    Diabolus
    500 75% / 25% / 200% Hellsphere cannon Any 2.4 c/s Flame burst ability
    War queenContent added by the Biotech DLC
    War queen
    600 75% / 25% / 200% Charge blaster turret Any 1.6 c/s Produces war urchins
    ApocritonContent added by the Biotech DLC
    Apocriton
    600 75% / 40% / 200% Toxic needle gun Any 3.2 c/s Various[Add these]
    War urchinContent added by the Biotech DLC
    War urchin
    10 20% / 10% / 200% Spiner Any 4.2 c/s -
  • Lore[edit]

    Killer machines of unknown origin. Hidden in ancient structures, under mounds of dust, or at the bottom of the ocean, mechanoids can self-maintain for thousands of years. This group of mechs seems to be unified in purpose, but not well-coordinated in action. While local scholars believe they're autonomous weapons left over from an ancient war, tribal legends describe them as the demonic servants of a sleeping god. - Faction description.

    In the lore, Mechanoids are autonomous intelligent robots built for a variety of purposes. The technologies required to build them vary based on the complexity of the resultant mechanoid, with Spacer-level[1] urbworlds[2] being able to construct more simple mechanoids for companionship, combat and labor use, while only glitterworlds are capable of constructing the more advanced, quasi-conscious versions.[1] Others still are constructed and utilized by archotechs. [3][4]

    In-game, mechanoids can be constructed and controlled with a mechlinkContent added by the Biotech DLC. Otherwise, only combatant mechanoids from a single, somewhat mysterious source are seen. There are some indications that the Mechanoids seen in game may have been built by, or otherwise allied with, an ancient army, perhaps that of the Ancients faction.[5]. Whatever the case however, they have since lost any allegiances they may have had and are now hostile to every other faction.

    Defoliator ship parts are usually associated with orbital-drop mechanoid armies.[6]

    Insectoid ecosystems were genetically engineered to fight Mechanoid invasions[7] and thus the two factions are always hostile to one another.

    In addition to the existing mechanoid types encountered by a colony, the ancient exostrider ruins are described as being mechanoids before their destruction.

    References[edit]

    Trivia[edit]

    • Although all mechanoid-only weapons are 'Spacer' in terms of tech level, the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
    • All mechanoids have a 'clean' and an 'ancient' version. A mechanoid will turn ancient after 100 biological years, going from having a white hue to a faded light green hue, but the difference is purely cosmetic.

    Version history[edit]

    • 0.4.460 - Mechanoid raids added.
    • Beta 19/1.0 - Mechanoids now die whenever downed.
    • Biotech DLC - Added many more mechanoids, the ability to create mechanoids, and the mechanitor system.
    • 1.4.3525 - Fix: Errors preventing mechs from acting in very niche circumstances.