Difference between revisions of "Lifter"
m |
|||
Line 26: | Line 26: | ||
== Summary == | == Summary == | ||
+ | As mechanoids, {{PAGENAME}}s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Mechs under player control require power: lifters use 10% power/day while actively working and 3% power/day when idle. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, 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 recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | 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 recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | |||
− | |||
Lifters will do most tasks under the [[Hauling|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 60% as fast of a baseline human. | Lifters will do most tasks under the [[Hauling|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 60% as fast of a baseline human. |
Revision as of 15:22, 25 October 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 . |
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
6 dmg (Blunt)
9 % AP
2.6 second cooldown- Average DPS
- 1.43
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. Mechs under player control require power: lifters use 10% power/day while actively working and 3% power/day when idle. 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 recharge in a mech recharger (50% power/day), creating 5 wastepacks whenever the recharger's waste is filled up.
Lifters will do most 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 60% 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. Multiple lifters may be created. Their lack of mood is useful for picking up far away items and corpses (though they can't cremate or bury themselves).
Compared to Carrier dryads, lifters move faster, and carriers need to sleep; lifters can work for longer before needing to charge. At minimum, mechs will work for 83% of the time (10 days of work, 2 days recharge), and they can be turned off when not required.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.