Difference between revisions of "Agrihand"
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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 [[wastepack]]s whenever the recharger's waste is filled up. | 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 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | Agrihands will | + | Agrihands will automatically perform tasks under the [[Work#Grow|Grow]] and [[Work#Plant cut|Plant Cut]] [[work]] types; they can't be manually controlled, except when [[draft]]ed]] for combat. They have an effective [[Plants (skill)|Plants skill]] of 10, resulting in [[Plant Harvest Yield]] of 102% however their [[Plant Work Speed]] is capped at 40%. |
== Analysis == | == Analysis == | ||
− | Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop | + | {{stub|section=1|reason=A better analysis of break even points is possible as is a lot of general expansion}} |
+ | Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. | ||
+ | |||
+ | With 10 plants skill, they can grow any crop and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of crops. However, with a [[Plant Harvest Yield]] of 102% their harvest yield both per tile and per day can be outstripped by skilled human growers, especially those with the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}} and/or, for drug crops, the [[Ideoligion#Drug_use|Drug Use:Essential]] precept.{{IdeologyIcon}} Further, with a [[Plant Work Speed]] of 40%, even with constant operation, an agrihand can work only a fraction of the total daily area that a skilled grower can use, especially when equipped with [[field hand]]s.{{RoyaltyIcon}} | ||
+ | |||
+ | As such, use of agrihands is a trade off - if grow area is limited, a human planter may be ideal to maximise the return per tile per day. If pawn time or access to a sufficiently distinguished planter is limited, then agrihands can fill the gap. Split solutions can also be beneficial with agrihands performing tasks where any work performed is only human time saved, such as planting, and the humans dedicated to tasks where the skill does more than save time, such as harvesting. You can set a [[zone]] for agrihands if you need a specific area sowed or cut to fascilitate this tactic. | ||
As mechanoids are immune to toxicity, agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place. | As mechanoids are immune to toxicity, agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place. |
Revision as of 05:41, 26 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Agrihand
A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 20%
- Armor - Blunt
- 10%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 3.4 c/s
- Body Size
- 0.7
- Mass
- 42 kg
- Pack Capacity
- 24.5 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
A agrihand is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, agrihands 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.
Agrihands 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 agrihand 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.
Agrihands will automatically perform tasks under the Grow and Plant Cut work types; they can't be manually controlled, except when drafted]] for combat. They have an effective Plants skill of 10, resulting in Plant Harvest Yield of 102% however their Plant Work Speed is capped at 40%.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: A better analysis of break even points is possible as is a lot of general expansion. |
Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time.
With 10 plants skill, they can grow any crop and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of crops. However, with a Plant Harvest Yield of 102% their harvest yield both per tile and per day can be outstripped by skilled human growers, especially those with the Plants specialist role and/or, for drug crops, the Drug Use:Essential precept. Further, with a Plant Work Speed of 40%, even with constant operation, an agrihand can work only a fraction of the total daily area that a skilled grower can use, especially when equipped with field hands.
As such, use of agrihands is a trade off - if grow area is limited, a human planter may be ideal to maximise the return per tile per day. If pawn time or access to a sufficiently distinguished planter is limited, then agrihands can fill the gap. Split solutions can also be beneficial with agrihands performing tasks where any work performed is only human time saved, such as planting, and the humans dedicated to tasks where the skill does more than save time, such as harvesting. You can set a zone for agrihands if you need a specific area sowed or cut to fascilitate this tactic.
As mechanoids are immune to toxicity, agrihands are especially useful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.
Version history
- Biotech DLC Release - Added.