Difference between revisions of "Lifter"

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| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
 
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
 
| type = Mechanoid
 
| type = Mechanoid
 +
| marketvalue = 800
 
| movespeed = 2.8
 
| movespeed = 2.8
 
| armorblunt = 10
 
| armorblunt = 10

Revision as of 11:52, 27 October 2022

Lifter

Lifter

A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.

Base Stats

Type
Mechanoid
Market Value
800 Silver

Armor

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

Pawn Stats

Move Speed
2.8 c/s
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

6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.43

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Resources to make
Steel 50 + Basic subcore 1

A lifter is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, lifters 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.

Lifters 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 lifter can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: lifters 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 (200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.

Lifters will do most tasks under the Haul tab. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at 2.8 cells/s, which is roughly 60% as fast of a baseline human.

Analysis

Lifters have the unique benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or animals, they spend the entirety of their time hauling. Multiple lifters may be created. Their lack of mood is useful for picking up far away items and corpses - though unlike human hauling, they can't cremate or bury themselves.

Compared to Carrier dryadsContent added by the Ideology DLC, lifters move faster. Carriers need to sleep, so lifters can work for longer before needing to charge. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge), and they can be turned off when not required. However, lifters require Electricity and a mechanitor to function, while carriers are available from the neolithic era.

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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