Difference between revisions of "Mech node"
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== Summary == | == Summary == | ||
+ | [[File:Mech node illumination area.png|300px|thumb|left|The white area (1 tile out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]. These tiles subsequently represent 30% or better: adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]] | ||
A mech node provides 50% [[light]] to tiles directly adjacent, and no further. It also provides a small amount of [[cover]]. It has a [[beauty]] value of -20, so is very ugly to look at. | A mech node provides 50% [[light]] to tiles directly adjacent, and no further. It also provides a small amount of [[cover]]. It has a [[beauty]] value of -20, so is very ugly to look at. | ||
Latest revision as of 18:52, 14 July 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Mech node
A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
Base Stats
- Mass
- 9 kg
- Beauty
- -20
- HP
- 50
- Flammability
- 0%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Light Radius
- 1.65
Creation
- thingCategories
- BuildingsSpecial
Mech nodes are light-emitting buildings that can be claimed from a mech cluster once it is defeated, assuming they are not destroyed in the fight.
Acquisition[edit]
Mech nodes can be claimed from a mechanoid cluster once it has been defeated. Simply claim and uninstall it.
Summary[edit]
A mech node provides 50% light to tiles directly adjacent, and no further. It also provides a small amount of cover. It has a beauty value of -20, so is very ugly to look at.
Mech nodes can be deconstructed for 22 plasteel and 1 component. It cannot be sold.[Verify]
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails, but will take the 10 flame damage from the initial attack.
Analysis[edit]
Mech nodes are a reward for not destroying everything in a mech cluster. If they are preserved, nodes can be deconstructed for a decent amount of resources. Whenever this is worth mostly depends on whenever it is possible to destroy the mech cluster without causing a massive explosion. This itself depends on cluster arrangement and your colony's combat prowess.
Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel barricade has more health. You can use them to lure raiders into (poor) cover, but stools are easier to build. They can provide emergency light for surgeries during a solar flare, but a torch lamp is easier to make, if wood is available at all.
There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, EMI and solar flares and with light being vital for surgical success.
Version history[edit]
- 1.2.2719 - Added as Gloomlight.
- 1.2.2753 - Fix: Gloomlight would prevent a sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
- 1.3.? - Renamed from Gloomlight to Mech node, possibly to avoid confusion with darktorches. Description changed from "A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"