Difference between revisions of "Fabricor"

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(→‎Analysis: Rewrite smelting bit. You'll often have lifters for other purposes than smelting, so if they have nothing better to do, you can use lifters)
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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.
 
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.
  
Late game [[raiders]] tend to leave large quantities of smeltable material in the form of unsellable [[tainted]] apparel, [[weapons]] not worth selling due to their low sell price multiplier, and huge blooms of [[steel slag chunk]]s from drop pod raids. Fabricors excel at converting these resources into usable metals with high work efficiency and without requiring colonist time. Fabricors can work near constantly and, because they will actively haul objects to the smelter to process, they can act as their own haulers without issue. While slower than humans, their time is less valuable, and they can be easily resurrected if caught outside the base by a raid. They are more expensive than [[lifter]]s to gestate initially, but fabricors are faster, cost the same amount of bandwidth to control, and they cost the same amount to resurrect. You could make a lifter to service a fabricor, but you might as well just gestate another fabricor and more than double your throughput.
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In the late game, [[raider]]s tend to leave large quantities of smeltable material: [[weapon]]s, [[tainted]] apparel, and [[steel slag chunk]]s from drop pod raids. Weapons are not worth selling due to their low [[Sell Price Multiplier]], and the others cannot be sold. Fabricors can use a [[electric smelter]] to convert these resources into usable metal with high efficiency. They can work near constantly, and because they actively haul objects to the smelter, they can act as their own haulers. They are more expensive than [[lifter]]s to gestate initially, but fabricors are faster, cost the same amount of bandwidth to control, and they cost the same amount to resurrect. You can use any existing lifters for these hauling jobs, but don't hesitate to build another fabricor if it's too much.
  
 
== Health ==
 
== Health ==

Revision as of 00:46, 16 March 2023

Fabricor

Fabricor

A small work mechanoid designed to craft all manner of manufactured objects.

Base Stats

Type
Mechanoid
Market Value
800 Silver
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

Crafted At
Mech gestator
Required Research
High mechtech
Resources to make
Steel 100 + High subcore 1

A fabricor is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, every fabricor 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

Fabricors 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, fabricors are never found in mechanoid raids.

As an ally

Fabricors are light mechanoids which require the High Mechtech research to be created. They are created from a standard mech gestator with Steel 100 Steel, High subcore 1 High subcore, 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 Fabricor can be resurrected for Steel 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.

Work

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. 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.

If forced to haul, fabricors move at 3.4 c/s, 26% slower than a human, but 21% faster than a lifter.

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, smelting, or carving up stone blocks. With a skill of 10, Fabricors have the minimum possible chance to cause food poisoning. 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.

In the late game, raiders tend to leave large quantities of smeltable material: weapons, tainted apparel, and steel slag chunks from drop pod raids. Weapons are not worth selling due to their low Sell Price Multiplier, and the others cannot be sold. Fabricors can use a electric smelter to convert these resources into usable metal with high efficiency. They can work near constantly, and because they actively haul objects to the smelter, they can act as their own haulers. They are more expensive than lifters to gestate initially, but fabricors are faster, cost the same amount of bandwidth to control, and they cost the same amount to resurrect. You can use any existing lifters for these hauling jobs, but don't hesitate to build another fabricor if it's too much.

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

  • Biotech DLC Release - Added.
  • 1.4.3534 - Given ability to do Cooking tasks.
  • 1.4.3535 - Fix: Food poisoning chance is 100% for fabricors.
  • ? (Prior to 6/Dec/2022) - Fabricors no longer wield slugthrowers.
  • 1.4.3580 - Fix: Fabricor description mentions it has slug gun, which is no longer true. "A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense." -> "A small work mechanoid designed to craft all manner of manufactured objects.". Fix: Fabricor food poisoning chance is 10x too large.