Difference between revisions of "Constructoid"

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(remove armor. as "not-really-combat" mechanoids, we just need the dps table to show that they are bad)
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=== Armor ===
 
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! Armor
 
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
 
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Revision as of 16:11, 25 October 2022

Constructoid

Constructoid

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.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Armor

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

Pawn Stats

Move Speed
3.4 c/s
"?" is not a number.
Health Scale
Expression error: Unrecognized punctuation character "?".% 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
15 dmg (Blunt)
22 % AP
2.9 second cooldown
Average DPS
3.21

A constructoid is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, constructoids are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Constructoids are light mechanoids. They are created from a standard mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead constructoid can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: agrihands 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.

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, but a Construction Speed of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 cells/s, which is slower than a human.

Combat

Constructoids come equipped with the slugthrower, which can deal damage per hit and a range of over 19.9 tiles.

Constructoids have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

Ranged DPS

True DPS over Range

Analysis

Due to the construction speed of 25%, constructoids are inferior to a skilled pawn. 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 fail). Unless you don't have a colonist with a better Construction skill, constructoids are useful for building a lot of things without quality, such as walls and floors. Urgent buildings should still be left for humans. In order to control where they build, you can set a zone for them.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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