Difference between revisions of "Mech gestator"
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Light mechanoids primarily handle basic, repetitive jobs, such as [[Agrihand|harvesting crops]] or [[Cleansweeper|sweeping filth]], meaning even colonies that don't want to focus heavily on mechanoids will likely find this to be helpful for saving colonist time. | Light mechanoids primarily handle basic, repetitive jobs, such as [[Agrihand|harvesting crops]] or [[Cleansweeper|sweeping filth]], meaning even colonies that don't want to focus heavily on mechanoids will likely find this to be helpful for saving colonist time. | ||
− | [[War | + | [[War urchin]]s, despite being light mechanoids, are not created at this gestator. They are instead created by the [[War queen]]. |
==See also== | ==See also== |
Revision as of 05:48, 19 December 2022
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Mech gestator
Acquisition
Mech gestators can be built once Basic Mechtech is researched. Building it takes 150 Steel, 3 Components, and 134 ticks of work. It does not have a minimum construction requirement.
Summary
Mech gestators are used to build and revive most light Mechanoids. If power is lost during gestation, the cycle will pause, but no other adverse effects will occur.
Analysis
Mech gestators are necessary for the creation of most light mechanoids. If a player wishes to have mechanoids, this is often a necessary building.
Light mechanoids primarily handle basic, repetitive jobs, such as harvesting crops or sweeping filth, meaning even colonies that don't want to focus heavily on mechanoids will likely find this to be helpful for saving colonist time.
War urchins, despite being light mechanoids, are not created at this gestator. They are instead created by the War queen.
See also
Large mech gestator - The larger variant, for creating other sizes of mechanoids.
Version history
- Biotech DLC Release - Added.