Difference between revisions of "Tunneler"
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== Summary == | == Summary == | ||
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+ | As mechanoids, cleansweepers 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. | ||
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+ | ===Work=== | ||
+ | Tunnelers are a heavy mechanoid, requiring [[Research#High Mechtech|High Mectech]] to create. They are created from a [[large mech gestator]] with {{Required Resources}}, 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. | ||
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, but 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, but with a [[Global Work Speed]] of 150%. | ||
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+ | ===Combat=== | ||
+ | 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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Revision as of 15:23, 1 November 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 . |
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
- 80%
- Armor - Blunt
- 40%
- 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
Work
As mechanoids, cleansweepers 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.
Work
Tunnelers are a heavy mechanoid, requiring High Mectech to create. They are created from a large mech gestator with 150 Steel, 75 Plasteel, 4 Components, 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.
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, but with a Global Work Speed of 150%.
Combat
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.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Incorporate Mining Yield into otherwise good 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 recharge for 2 days out of every 12. At about skill 13 a normal colonist with no traits or health conditions will mine as fast as a tunneler operating without a Mech Booster or Sublink bonus, and a similar colonist at skill 20 mines about as fast as a mech-boosted Tunneler with no Sublink bonuses. Installing a Drill arm allows a Skill 5 pawn to mine faster than an unboosted 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% |
The following table shows Mining Speed for a given Colonist skill and Manipulation. Notable breakpoints are at Skill 12 where a colonist becomes roughly equivalent to an unboosted Tunneler, and Skill 18 where a colonist mines roughly 97% as effectively as a boosted Tunneler with no Sublinks.
Mining Skill Level | Mining Speed | ||
---|---|---|---|
100% Manipulation | 125% Manipulation | 150% Manipulation | |
0 | 4% | 5% | 6% |
1 | 16% | 20% | 24% |
2 | 28% | 35% | 42% |
3 | 40% | 50% | 60% |
4 | 52% | 65% | 78% |
5 | 64% | 80% | 96% |
6 | 76% | 95% | 114% |
7 | 88% | 110% | 132% |
8 | 100% | 125% | 150% |
9 | 112% | 140% | 168% |
10 | 124% | 155% | 186% |
11 | 136% | 170% | 204% |
12 | 148% | 185% | 222% |
13 | 160% | 200% | 240% |
14 | 172% | 215% | 258% |
15 | 184% | 230% | 276% |
16 | 196% | 245% | 294% |
17 | 208% | 260% | 312% |
18 | 220% | 275% | 330% |
19 | 232% | 290% | 348% |
20 | 244% | 305% | 366% |
Mining Yield
Tunnelers appear to have no special modifiers to mining yield, meaning that they function identically to a Skill 10 Colonist for this purpose. Although a skill 5 Pawn with a drill arm can mine 10% faster than a tunneler, they will also have mining yields 10% lower than the tunneler.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added
- Version/1.4.3531 Increased armor values from 40/20/200 to 80/40/200