Difference between revisions of "Agrihand"
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− | | attack1type = | + | | attack1type = Cut |
− | | attack1cool = | + | | attack1cool = 2 |
− | | attack1part = | + | | attack1part = Right blade |
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+ | | attack1type = Stab | ||
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+ | | attack1part = Right blade | ||
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Revision as of 02:24, 11 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 . |
Agrihand
A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
Base Stats
- Type
- Mechanoid
- 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)
Melee Combat
- Attack
- Right blade
8 dmg (Stab)
12 % AP
2 second cooldown - Average DPS
- 2.48
Creation
- Required Research
- Basic mechtech
A agrihand is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, agrihands 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
Agrihands 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. 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.
Agrihands will automatically perform tasks under the Grow and Plant Cut work types; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, resulting in Plant Harvest Yield of 102% however their Plant Work Speed is capped at 40%.
Analysis
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Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of crops.
However, with a Plant Work Speed of 40% and Plant Harvest Yield of 102%, their harvest yield, both per plant and per day, can be outstripped by skilled human growers. Humans can become even more efficent if they are equipped with field hands, have the Plants specialist role, and for drugs, the Drug Use:Essential precept. There's nothing stopping you from using both human and mech labor, though other than the pollution cost, it may be too much yield.
Therefore, they are a tradeoff - agrihands can fill the gap if pawn time, or pawns with enough skill, are limited. In other words: useful if you need to grow more crops. If grow area is limited, then using a human with >10 skill will maximise the return off the finite space. Ideally, you could use both planters and agrihands outside of harvest, and have the mechs enter dormancy during the harvest. You can set a zone for agrihands if you need a specific area sowed or cut.
As mechanoids are immune to toxicity, agrihands are especially useful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.
Version history
- Biotech DLC Release - Added.