Difference between revisions of "Lifter"
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== Analysis == | == 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 [[animal]]s, they spend the entirety of their time hauling. | + | 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 [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s. Finally, they are cheap to produce and amass. |
− | Compared to [[Carrier]] [[dryads]]{{IdeologyIcon}}, lifters move faster. Carriers need to sleep, so lifters can work for longer before needing to charge | + | ===Comparison to dryad=== |
+ | Compared to [[Carrier]] [[dryads]]{{IdeologyIcon}}, lifters move faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous. However, lifters require [[Research#Electricity|Electricity]] and a [[mechanitor]] to function, and create [[pollution]]. Meanwhile, carriers are available from the neolithic era. | ||
== Health == | == Health == |
Revision as of 17:26, 10 November 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Lifter
A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
Base Stats
- Type
- Mechanoid
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
- Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown - Average DPS
- 1.43
Creation
- Required Research
- Basic mechtech
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. 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 all 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 61% 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. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of mood is useful for picking up far away items and cremating human corpses. Finally, they are cheap to produce and amass.
Comparison to dryad
Compared to Carrier dryads, lifters move faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous. However, lifters require Electricity and a mechanitor to function, and create pollution. Meanwhile, carriers are available from the neolithic era.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.
- 1.4.3534 - Can now do cremation.