Difference between revisions of "Mechanoids"
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{{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 the [[faction]] of hostile mechanoids, see [[Mechanoid hive]]. For information about the [[Biotech DLC]], see | + | '' 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. | ||
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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. | 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 die if they are [[downed]] for any reason. | + | 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 | + | 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=== | ||
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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. | 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. | ||
− | 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 | + | 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. | |
− | |||
− | == | + | {{:Mechanoid hive/Pawns}} |
− | + | ||
− | + | == 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. | |
− | + | ||
− | + | 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> | |
− | + | ||
− | + | 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. | |
− | + | ||
− | + | [[Crashed ship parts|Defoliator ship parts]] are usually associated with orbital-drop mechanoid armies.<ref>[[Crashed ship parts|Ship part (defoliator)]] description</ref> | |
− | + | ||
− | === | + | [[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. |
− | + | ||
− | + | In addition to the existing mechanoid types encountered by a colony, the ancient exostrider ruins are described as being mechanoids before their destruction. </onlyinclude> | |
+ | |||
+ | ===References=== | ||
+ | <references/> | ||
== Trivia == | == Trivia == | ||
− | * Although all mechanoid-only weapons are 'Spacer' in terms of tech level | + | * 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. | * 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 | + | * Beta 19/1.0 - Mechanoids now die whenever downed. |
+ | * [[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 clusters. They may sometimes appear dormant in Ancient Complex and guarding any relic with Ideology DLC.
Allied Mechanoids[edit]
In 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 |
150 | 40% / 20% / 200% | Melee (Blades) | Any | 4.7 c/s | - |
Lancer |
180 | 40% / 20% / 200% | Charge lance | Any | 4.7 c/s | - |
Centipede blaster |
400 | 72% / 22% / 200% | Heavy charge blaster | Any | 1.9 c/s | - |
Centipede burner |
400 | 72% / 22% / 200% | Inferno cannon | Any | 1.9 c/s | - |
Centipede gunner |
400 | 72% / 22% / 200% | Minigun | Any | 1.9 c/s | - |
Pikeman |
110 | 40% / 20% / 200% | Needle gun | Any | 2.5 c/s | - |
Termite |
110 | 56% / 22% / 200% | Thump cannon | Any | 2.1 c/s | - |
Militor |
45 | 20% / 10% / 200% | mini-shotgun | Any | 3.8 c/s | - |
Legionary |
150 | 40% / 20% / 200% | Needle launcher | Any | 4.3 c/s | AoE shield |
Tesseron |
150 | 40% / 20% / 200% | Beam graser | Any | 4.7 c/s | - |
Scorcher |
75 | 40% / 20% / 200% | Mini-flameblaster | Any | 4.5 c/s | - |
Tunneler |
250 | 80% / 40% / 200% | Melee (Power claws) | Any | 1.9 c/s | Personal shield |
Centurion |
250 | 75% / 25% / 200% | Charge blaster turret | Any | 1.6 c/s | AoE shield |
Diabolus |
500 | 75% / 25% / 200% | Hellsphere cannon | Any | 2.4 c/s | Flame burst ability |
War queen |
600 | 75% / 25% / 200% | Charge blaster turret | Any | 1.6 c/s | Produces war urchins |
Apocriton |
600 | 75% / 40% / 200% | Toxic needle gun | Any | 3.2 c/s | Various[Add these] |
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 mechlink. 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]
- ↑ 1.0 1.1 Cryptosleep Revival Briefing
- ↑ Backstory of Markus 'Keuneke' Keuneke
- ↑ Backstory of Ang 'Codex' Gao
- ↑ Quest descriptions
- ↑ Orbital mech cluster targeter description
- ↑ Ship part (defoliator) description
- ↑ Megascarab description
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.