Difference between revisions of "Lifter"

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| research = Basic mechtech
 
| research = Basic mechtech
 
| production facility 1 = Mech gestator
 
| production facility 1 = Mech gestator
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| gestation cycles = 1
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 50
 
| resource 1 amount = 50
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}}
 
}}
 
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
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== Acquisition ==
 +
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
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Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
 
== Summary ==
 
== Summary ==
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As a labor-focused mech, lifters are never found in mechanoid [[raid]]s.
 
As a labor-focused mech, lifters are never found in mechanoid [[raid]]s.
  
==As an ally==
+
=== As an ally ===
Lifters are light mechanoids which require the [[Research#Basic mechtech|Basic mechtech]] research. They are created from a standard [[mech gestator]] with {{Required Resources}}, taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 1 [[gestation cycle]]. Mechanoids can be fully repaired at the cost of power and nothing else. A dead lifter can be resurrected 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 [[wastepack]]s whenever the recharger's waste is filled up.
 
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 [[wastepack]]s whenever the recharger's waste is filled up.
  

Revision as of 12:45, 26 April 2023

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

Creation

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

A lifter is a mechanoid added by the Biotech DLC.

Acquisition

Lifters can be gestated by a mechanitor at a Mech gestator once the Basic mechtech research project has been completed. They require Steel 50 Steel, Basic subcore 1 Basic subcore and 1 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up bandwidth from their linked mechanitor.

Dead, friendly lifters can also be resurrected at the mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Lifter, Steel 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary

As mechanoids, every lifter is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Combat

Lifters can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

As a labor-focused mech, lifters are never found in mechanoid raids.

As an ally

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.

Work

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 as a baseline human.

Analysis

Lifters have the 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. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if Randy decides to drop a pack of manhunters right on top of them.

Comparison to dryads

Compared to the Carrier dryadContent added by the Ideology DLC, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. 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.


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.

Gallery

Version history