Difference between revisions of "Field hand"

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The '''field hand''' is an [[artificial body part]] that provides both the functionality of a normal hand, while also increasing [[Plant Work Speed|Plant work speed]] by 160% and inflicting a -8% [[Moving]] penalty.
 
The '''field hand''' is an [[artificial body part]] that provides both the functionality of a normal hand, while also increasing [[Plant Work Speed|Plant work speed]] by 160% and inflicting a -8% [[Moving]] penalty.
 
This is a hand replacement, and cannot be installed in a [[bionic arm|bionic]] or [[archotech arm]].
 
  
 
== Acquisition ==
 
== Acquisition ==
Line 43: Line 41:
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
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===Body part===
Summary stuff goes here
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Field hands replace the user's organic hand. They are universal and can be installed on either the left or right. This is a hand replacement, and cannot be installed on an artificial or missing arm.
 +
 
 +
The field hand acts as a fully functional hand, providing '''100%''' [[Manipulation]]. This fully replaces the functionality of a regular arm, but with no enhancement. Manipulation, in turn, affects a great many stats. For a full list of stats, see [[Manipulation]].
 +
 
 +
===Other effects===
 +
Each field hand installed gives {{+|160%}} [[Plant Work Speed]]. Note that this is an offset to the base value of the stat, which is then multiplied by factors like [[Global Work Speed]] and [[Manipulation]]. This means that the final value can be significantly higher. The effect of multiple field hands will stack.
 +
 
 +
Each field hand also inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a improvement in [[melee dodge chance]] equivalent to an losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per arm replaced.
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== Combat ==
 +
A drill arm replaces the natural "Fist" attack of the replaced hand.
 +
 
 +
Its attacks have 13% AP and 4.50 DPS.
  
 
===Installation===
 
===Installation===
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== Analysis ==
 
== Analysis ==
It's a niche hand replacement that is good for pawns that spend most of their time growing. The effect is especially potent for pawns with [[traits]] that modify global work speed, as the +160% bonus is added '''before''' multiplicative modifiers.
+
Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works faster than a Plants 20 pawn. While the field hand disables the use of a work-enhancing [[bionic arm]] or [[archotech arm]], if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase [[Harvest Yield]], so your Plants 0 pawn will not get much per harvest).
 
 
Total plant work speed is calculated as
 
{| class="wikitable"
 
| (100% + additive modifiers) x [[Plant Work Speed|Plant work speed]] skill modifier x manipulation x max(100%, 100% + (Sight - 100%) x 30%) x Global Work Speed
 
|}
 
Harvest yield is calculated as
 
{| class="wikitable"
 
| (100% + additive modifiers) x [[Plant Harvest Yield]] skill modifier x (100% + (Manipulation - 100%) x 30%) x max(100%, 100% + (Sight - 100%) x 20%)
 
|}
 
The effective plant work speed (yield per unit time spent working) is equal to the product of the work speed and the yield. As a result, compared to an unmodified, healthy human, one equipped with two bionic arms will have an effective work speed that is 73% faster, one with a bionic arm and a field hand one that is 249% faster, and one with two field hands one that is 320% faster. In my opinion, field hand plus bionic arm is the better solution than two field hands. It is only 20% faster, and the additional manipulation and reduced speed penalty will make the pawn more useful for non-plant-related tasks. However, this does have the be weighted against the fact that a bionic arm is significantly more expensive than a field hand. The below table details the calculation, assuming a healthy pawn working in the light at 100% global work speed.
 
 
 
{| class="wikitable"
 
|-
 
! rowspan = 2| Plants<br>Skill!! colspan = 4 | Plant Work Speed !! colspan = 4 | Plant Harvest Yield !! colspan = 4 | Effective Work Speed !! rowspan = 2| Plants<br>Skill
 
|-
 
! style="vertical-align:top;"| Baseline !! style="vertical-align:top;"| 2 Bionic !! style="vertical-align:top;"| 2 Field !! Bionic +<br> Field !! style="vertical-align:top;"| Baseline !! style="vertical-align:top;"| 2 Bionic !! style="vertical-align:top;"| 2 Field !! Bionic +<br> Field !! style="vertical-align:top;"| Baseline !! style="vertical-align:top;"| 2 Bionic !! style="vertical-align:top;"| 2 Field !! Bionic +<br> Field
 
|-
 
| 0 || 8 % || 12 % || 34 % || 26 % || 60 % || 69 % || 60 % || 65 % || 5 % || 8 % || 20 % || 17 % || 0
 
|-
 
| 1 || 20 % || 29 % || 82 % || 63 % || 70 % || 81 % || 70 % || 75 % || 14 % || 24 % || 57 % || 48 % || 1
 
|-
 
| 2 || 31 % || 47 % || 130 % || 101 % || 75 % || 86 % || 75 % || 81 % || 23 % || 40 % || 98 % || 81 % || 2
 
|-
 
| 3 || 43 % || 64 % || 179 % || 138 % || 80 % || 92 % || 80 % || 86 % || 34 % || 59 % || 143 % || 119 % || 3
 
|-
 
| 4 || 54 % || 81 % || 227 % || 176 % || 85 % || 98 % || 85 % || 91 % || 46 % || 79% || 193 % || 160 % || 4
 
|-
 
| 5 || 66 % || 98 % || 275 % || 213 % || 90 % || 104 % || 90 % || 97 % || 59 % || 102 % || 248 % || 206 % || 5
 
|-
 
| 6 || 77 % || 116 % || 323 % || 250 % || 95 % || 109 % || 95 % || 102 % || 73 % || 126 % || 307 % || 256 % || 6
 
|-
 
| 7 || 89 % || 133 % || 372 % || 288 % || 98 % || 113 % || 98 % || 105 % || 87 % || 150 % || 364 % || 303 % || 7
 
|-
 
| 8 || 100 % || 150 % || 420 % || 325 % || 100 % || 115 % || 100 % || 108 % || 100 % || 173 % || 420 % || 349 % || 8
 
|-
 
| 9 || 112 % || 167 % || 468 % || 362 % || 101 % || 116 % || 101 % || 109 % || 113 % || 194 % || 473 % || 393 % || 9
 
|-
 
| 10 || 123 % || 185 % || 517 % || 400 % || 102 % || 117 % || 102 % || 110 % || 125 % || 216 % || 528 % || 438 % || 10
 
|-
 
| 11 || 135 % || 202 % || 565 % || 437 % || 103 % || 118 % || 103 % || 111 % || 139 % || 239 % || 582 % || 484 % || 11
 
|-
 
| 12 || 146 % || 219 % || 613 % || 475 % || 104 % || 120 % || 104 % || 112 % || 152 % || 262 % || 638 % || 530 % || 12
 
|-
 
| 13 || 158 % || 236 % || 662 % || 512 % || 105 % || 121 % || 105 % || 113 % || 165 % || 285 % || 695 % || 578 % || 13
 
|-
 
| 14 || 169 % || 254 % || 710 % || 549 % || 106 % || 122 % || 106 % || 114 % || 179 % || 309 % || 752 % || 626 % || 14
 
|-
 
| 15 || 181 % || 271 % || 758 % || 587 % || 107 % || 123 % || 107 % || 115 % || 193 % || 333 % || 811 % || 675 % || 15
 
|-
 
| 16 || 192 % || 288 % || 806 % || 624 % || 108 % || 124 % || 108 % || 116 % || 207 % || 358 % || 671 % || 724 % || 16
 
|-
 
| 17 || 204 % || 305 % || 855 % || 661 % || 109 % || 125 % || 109 % || 117 % || 222 % || 383 % || 932 % || 775 % || 17
 
|-
 
| 18 || 215 % || 323 % || 855 % || 699 % || 110 % || 127 % || 110 % || 118 % || 237 % || 408 % || 993 % || 826 % || 18
 
|-
 
| 19 || 227 % || 340 % || 951 % || 736 % || 112 % || 129 % || 112 % || 120 % || 254 % || 438 % || 1065 % || 886 % || 19
 
|-
 
| 20 || 238 % || 357 % || 1000 % || 774 % || 113 % || 130 % || 113 % || 121 % || 269 % || 464 % || 1130 % || 940 % || 20
 
|}
 
  
The [[drill arm]], a mining-oriented counterpart, has the same behaviour in terms of bonus speed calculation. However, the effective speed calculation for resource gathering is slightly different, due to the different mining yield skill curve, and mining yield being capped at 125%.
+
Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like [[drug]]s, [[cloth]], and [[devilstrand]]. Even on the [[sea ice]], (successful) colonies will eventually reach [[hydroponics]] and be able to farm. You may want to consider planting [[rice plants|rice]]; since the field hand is ''so'' efficient, the workload of rice is easily managed.
  
Unless replacing a missing or [[wooden hand]], the field hand does not improve [[manipulation]] and thus has no effect on [[Plant Harvest Yield]]. A colonist with a [[bionic arm]], by comparison, will spend more time per plant but generate slightly more output with each harvest.
+
This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that [[kiting]] tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's [[melee dodge chance]]. This can be eventually compensated, partially, by using [[bionic leg]]s.
  
The [[moving]] penalty predominately slows [[move speed]] but also decreases [[melee dodge chance]] and [[hunting stealth]]. Note that move speed calculation applies penalties from armor before the scaling to moving capacity - so while an otherwise unencumbered dual-field handed pawn will be 0.74c/s slower than a regular unencumbered pawn, the field handed pawn in [[cataphract armor]] will only be 0.61c/s slower than an cataphract-suited unmodified pawn. That is, the qualitative 16% reduction in move speed is maintained, so the larger the move speed penalty, the closer modified and unmodified pawns become quantitatively.
+
Field hands can also be used to replace a missing hand. Compared to the [[wooden hand]], the field hand offers {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]].
 
 
== Combat ==
 
 
 
Its attacks have 13% AP and 4.50 DPS.
 
  
 
== Version history ==
 
== Version history ==

Revision as of 05:17, 20 March 2023

Field hand

Field hand

This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
425 Silver

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Knuckle
9 dmg (Blunt)
13% AP
2 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 60 + Component 8
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
ImplantEmpireCommon, FieldHand
tradeTags
ImplantEmpireCommon


The field hand is an artificial body part that provides both the functionality of a normal hand, while also increasing Plant work speed by 160% and inflicting a -8% Moving penalty.

Acquisition

Field hands can be made at a machining table once Specialized Limbs has been researched. Crafting one requires Steel 60 Steel, Component 8 Components, 15,000 ticks (4.17 mins) of work and a crafting skill of 5.

They can also be bought from Outlanders and Empire settlements.

Summary

Body part

Field hands replace the user's organic hand. They are universal and can be installed on either the left or right. This is a hand replacement, and cannot be installed on an artificial or missing arm.

The field hand acts as a fully functional hand, providing 100% Manipulation. This fully replaces the functionality of a regular arm, but with no enhancement. Manipulation, in turn, affects a great many stats. For a full list of stats, see Manipulation.

Other effects

Each field hand installed gives +160% Plant Work Speed. Note that this is an offset to the base value of the stat, which is then multiplied by factors like Global Work Speed and Manipulation. This means that the final value can be significantly higher. The effect of multiple field hands will stack.

Each field hand also inflicts a −8% Moving penalty. Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a improvement in melee dodge chance equivalent to an losing −1.44 levels of Melee skill per arm replaced.

Combat

A drill arm replaces the natural "Fist" attack of the replaced hand.

Its attacks have 13% AP and 4.50 DPS.

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 4.

Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works faster than a Plants 20 pawn. While the field hand disables the use of a work-enhancing bionic arm or archotech arm, if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase Harvest Yield, so your Plants 0 pawn will not get much per harvest).

Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like drugs, cloth, and devilstrand. Even on the sea ice, (successful) colonies will eventually reach hydroponics and be able to farm. You may want to consider planting rice; since the field hand is so efficient, the workload of rice is easily managed.

This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that kiting tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's melee dodge chance. This can be eventually compensated, partially, by using bionic legs.

Field hands can also be used to replace a missing hand. Compared to the wooden hand, the field hand offers +10% Manipulation for −8% Moving.

Version history

  • Royalty DLC initial release - Added
  • 1.1.2565 - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.