Difference between revisions of "Tunneler"

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m (→‎Summary: cycles are apparently based on Crafting)
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== Summary ==
 
== Summary ==
Tunnelers are a heavy mechanoid. They are created from a [[large mech gestator]] with ??, 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.
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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>
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<!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo
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<bulletStaggerDelayTicks>120</bulletStaggerDelayTicks>
 
<bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor>
 
<bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor>
 
<bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize>
 
<bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize>
<bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef>
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<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]]. As mountinous bases tend to have pawns great at mining, which limits the former use.
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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.
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===Work Speed===
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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

Tunneler

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
Market Value
1200 Silver
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

Crafted At
Mech gestator
Required Research
Standard mechtech
Resources to make
Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1

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 Steel, 75 Plasteel, 4 Component, and 1 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 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.


Body part Health
Head 38
Skull 38
Brain 15
Nose 15
Neck 38
Jaw 30
Eye [1]
(left, right)
15
Ear
(left, right)
15
Body 60
Kidney[2]
(left, right)
23
Lung[2]
(left, right)
23
Liver[2] 30
Heart[2] 23
Spine[2] 38
Stomach[2] 30
Limbs
(left, right, fore, hind)
45
Appendage
(left, right, fore, hind)
30
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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