Difference between revisions of "Tunneler"
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== Summary == | == Summary == | ||
− | Tunnelers are a heavy mechanoid. They are created from a [[large mech gestator]] with | + | Tunnelers are a heavy mechanoid. They are created from a [[large mech gestator]] with 150 {{icon small|steel}}, 75 {{icon small|plasteel}}, 4 {{icon small|component}}, and 1 {{icon small|standard subcore}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycles to be made. Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. |
In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | ||
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tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a [[Global Work Speed]] of 150%. | tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a [[Global Work Speed]] of 150%. | ||
− | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | + | <!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo |
+ | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | ||
<bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | ||
<bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | ||
− | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> | + | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> --> |
== Analysis == | == Analysis == | ||
− | Tunnelers are useful for mass mining operations, whenever it's expanding out your mountain base or using a [[long-range mineral scanner]]. | + | Tunnelers are useful for mass mining operations, whenever it's expanding out your mountain base or using a [[long-range mineral scanner]]. Tunnelers are not subject to illness or mental breaks, and only sleep (recharge) for 2 days out of every 11.5 days, meaning they are likely to actively work more hours over the same timespan compared to even a high skill pawn. High skill pawns, especially those with prosthetics such as the [[drill arm]], can achieve mining speeds faster than that of the Tunneler. |
+ | |||
+ | ===Work Speed=== | ||
+ | The following table summarizes the work speed effects of operating within the influence of a [[Mech Booster]] and having [[control sublink (standard)|control sublink]]s installed by the Mechanitor. | ||
+ | All values are for 50%+ lighting conditions. | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Control Sublinks !! Work Speed !! Mech Boosted | ||
+ | |- | ||
+ | | 0 || 150% || 225% | ||
+ | |- | ||
+ | | 1 || 156% || 231% | ||
+ | |- | ||
+ | | 2 || 162% || 237% | ||
+ | |- | ||
+ | | 3 || 168% || 243% | ||
+ | |- | ||
+ | | 4 || 174% || 249% | ||
+ | |- | ||
+ | | 5 || 180% || 255% | ||
+ | |- | ||
+ | | 6 || 186% || 261% | ||
+ | |} | ||
== Health == | == Health == |
Revision as of 06:34, 29 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Tunneler
A heavy mechanoid built for mining in treacherous locations. While intended for excavation, the tunneler's gigantic power claws and ultra-thick armor makes it a dangerous force in combat.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 1.9 c/s
- Health Scale
- 150% HP
- Body Size
- 3.5
- Mass
- 210 kg
- Pack Capacity
- 122.5 kg
- Carrying Capacity
- 263 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack 1
- Left power claw
22 dmg (Blunt)
33 % AP
2.9 second cooldown - Attack 2
- Right power claw
22 dmg (Blunt)
33 % AP
2.9 second cooldown - Average DPS
- 4.7
Creation
- Required Research
- Standard mechtech
A tunneler is a mechanoid added by the Biotech DLC.
Summary
Tunnelers are a heavy mechanoid. They are created from a large mech gestator with 150 , 75 , 4 , and 1 , taking up 3 bandwidth from a mechanitor. They must gestate for 4 cycles to be made. Once made, they recharge in a large mech recharger (50% power/day), creating 15 wastepacks whenever the recharger's waste is filled up.
In combat, tunnelers have a shield (equivalent to a shield belt) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down.
tunnelers will do tasks associated with the Mining tab, though are unable to use deep drills. They can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a Global Work Speed of 150%.
Analysis
Tunnelers are useful for mass mining operations, whenever it's expanding out your mountain base or using a long-range mineral scanner. Tunnelers are not subject to illness or mental breaks, and only sleep (recharge) for 2 days out of every 11.5 days, meaning they are likely to actively work more hours over the same timespan compared to even a high skill pawn. High skill pawns, especially those with prosthetics such as the drill arm, can achieve mining speeds faster than that of the Tunneler.
Work Speed
The following table summarizes the work speed effects of operating within the influence of a Mech Booster and having control sublinks installed by the Mechanitor. All values are for 50%+ lighting conditions.
Control Sublinks | Work Speed | Mech Boosted |
---|---|---|
0 | 150% | 225% |
1 | 156% | 231% |
2 | 162% | 237% |
3 | 168% | 243% |
4 | 174% | 249% |
5 | 180% | 255% |
6 | 186% | 261% |
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.