Difference between revisions of "Fabricor"

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== Summary ==
 
== Summary ==
Fabricors 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.
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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 {{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.
  
As mechanoids, they do not need to eat, sleep, or recreate, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Fabricors are equipped with a [[slugthrower]] for defense.
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{{PAGENAME}}s 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 take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead agrihand can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant.
  
Fabricors will do most tasks associated with Crafting, Tailoring, and Smithing. They have an effective Crafting and Intellectual skill of 10, but a [[Global Work Speed]] modifier of 50%, producing items 50% slower. If forced to haul, Fabricors are slower than humans, moving at 3.4 cells/s.
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Mechs under player control require power: agrihands 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 [[wastepack]]s whenever the recharger's waste is filled up.
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Fabricors will do most tasks associated with Crafting, Tailoring, and Smithing. They have an effective Crafting and Intellectual skill of 10, but a [[Global Work Speed]] modifier of 50%, producing items 50% slower. 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.
  
 
== Analysis ==
 
== Analysis ==

Revision as of 16:06, 25 October 2022

Fabricor

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
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)

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.

Fabricors 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 take 1800 ticks to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead agrihand can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: agrihands 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, and Smithing. They have an effective Crafting and Intellectual skill of 10, but a Global Work Speed modifier of 50%, producing items 50% slower. 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.

Analysis

Fabricors are best at all sorts of menial crafting tasks, such as fabricating components and advanced components, creating drugs, or carving up stone blocks. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - they can be reserved for creating weapons, apparel, and other items where quality matters.

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.

Version history