Difference between revisions of "Fabricor"
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| weaponTags = MechanoidGunSlugthrower | | weaponTags = MechanoidGunSlugthrower |
Revision as of 02:26, 11 November 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 . |
Fabricor
A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense.
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)
Melee Combat
- Attack
- Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown - Average DPS
- 1.43
Creation
- Required Research
- High mechtech
- weaponTags
- MechanoidGunSlugthrower
A fabricor is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, Fabricors 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.
Work
Fabricors are light mechanoids. They are created from a standard mech gestator with 100 Steel, 1 High subcore, 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 Fabricor can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: Fabricors 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.
Fabricors will do most tasks associated with Crafting, Tailoring, Smithing, and Cooking. They have an effective skill of 10 (in all skills), but a Global Work Speed modifier of 50%, producing items 50% slower without items like the mech booster. If forced to haul (to create items), Fabricors are slower than humans, moving at 3.4 cells/s. Fabricors are also equipped with a slugthrower for defense.
In the settings for bills, the worker field can be set to "Any Mech", which will only allow mechs to work the bill in question.
Analysis
Fabricors are best at menial crafting for items that are not subject to quality modifiers, such as fabricating components and advanced components, synthesizing drugs, assembling mortar shells, or carving up stone blocks. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - skilled humans can be reserved for creating weapons, apparel, and other items.
Consider the addition of a mech booster to workshops where Fabricors will be frequently located. More than other mech types, it is easy to dictate where a Fabricor will spend the majority of its time operating, allowing them to fully utilize the mech booster's work speed buff.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.
- 1.4.3534 - Given ability to do Cooking tasks