Difference between revisions of "Mech node"

From RimWorld Wiki
Jump to navigation Jump to search
(→‎Aquisition: typo fix)
Line 28: Line 28:
 
{{Info|A '''Mech nodes''' can be claimed from a [[Mechanoid cluster]] once it is defeated, assuming it is not damaged in the fight. It provides light of 50% to the tiles immediately adjacent, and no further, without the need for external power sources.}}
 
{{Info|A '''Mech nodes''' can be claimed from a [[Mechanoid cluster]] once it is defeated, assuming it is not damaged in the fight. It provides light of 50% to the tiles immediately adjacent, and no further, without the need for external power sources.}}
  
==Aquisition==
+
== Acquisition ==
 
Mech nodes can be claimed from a [[Mechanoid cluster]] once it is defeated. Simply claim and uninstall it.
 
Mech nodes can be claimed from a [[Mechanoid cluster]] once it is defeated. Simply claim and uninstall it.
  

Revision as of 02:15, 14 October 2022

Mech node

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

Type
BuildingMechanoid cluster
Market Value
200 Silver
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

Deconstruct yield
Plasteel 22 + Component 1
Destroy yield
nothing
Technical
thingCategories
BuildingsSpecial


A Mech nodes can be claimed from a Mechanoid cluster once it is defeated, assuming it is not damaged in the fight. It provides light of 50% to the tiles immediately adjacent, and no further, without the need for external power sources.

Acquisition

Mech nodes can be claimed from a Mechanoid cluster once it is defeated. Simply claim and uninstall it.

Analysis

It is rather terrible. It provides very little lighting, which means lighting up areas meaningfully requires many of them, Their unattractiveness, uglier than filth, makes the node only useful for lighting areas where beauty does not matter. There might be a niche case to keep one in the hospital for emergency light for surgeries or treatment when a solar flare or other power outage occurs, but even then, so long as wood is commonly available in your biome, a torch lamp is all but free and provides far more light, making it superior in even this niche in all but the most extreme of biomes.

It cannot be sold.[Verify]

They provide full cover, but their low HP makes them a poor choice for this role. This can be exploited to bait raiders into using it as cover, only for it to be destroyed and expose them, however its generally not worth the hassle in acquiring them for this purpose when stools can be easily constructed instead.

The base components of a mech node are more valuable, and one or two can provide you with enough plasteel to build a multi-analyzer, should you get one during the early game.

Trivia

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.

Version history

  • 1.2.2719 - Added.
  • 1.3.? - Renamed from Gloomlight to Mech node. 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"