Cleansweeper

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Revision as of 13:14, 24 March 2023 by 173.46.209.53 (talk) (→‎Work: Changed typo "Cleanswepers" to "Cleansweepers".)
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Cleansweeper

Cleansweeper

A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Armor

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.4 c/s
Body Size
0.3
Mass
18 kg
Pack Capacity
10.5 kg
Carrying Capacity
23 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.43

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Resources to make
Steel 50 + Basic subcore 1

A cleansweeper is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, every cleansweeper is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Combat

Cleansweepers can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

As a labor-focused mech, cleansweepers are never found in mechanoid raids.

As an ally

Cleansweepers are light mechanoids which require the Basic Mechtech research. They are created from a standard mech gestator with Steel 50 Steel, Basic subcore 1 Basic subcore, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initially craft, and then it must gestate for 1 gestation cycle. Mechanoids can be fully repaired at the cost of power and nothing else. A dead cleansweeper can be resurrected for Steel 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: cleansweepers 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.

Work

Cleansweepers clean, at 50% of a base human's speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated home area. They also move slower than a human, at 3.4 cells/s.

Analysis

Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is ugly to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's mood, a dedicated cleaner really helps with making your pawns happy. In addition, dirty cooking areas can cause food poisoning, and treating wounds in a dirty room makes infection more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base.

You may want to utilize zones to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal.

Consider installing a mech booster in areas likely to see high areas of filth, to improve how quickly cleansweepers are able to function. Kitchens and hospitals make good candidate locations. Mech boosters will also help any fabricors and paramedics that work in these areas.

Compared to humans

A cleaner robot serves to take place of a human.

If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, they are most valuable when colonists are in short supply, such as in The Mechanitor start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by corpses, for example.

An extra hand is also helpful after combat. If many of your colonists are injured, then there'll be many stacks of blood. Blood is dirty, lowering medical chances, and hurts colonist mood because it's ugly. In these situations, you likely won't have the manpower to clean everything up. Thus, cleansweepers can prevent mood and mental break spirals after a particularly damaging raid

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery

Version history

  • Biotech DLC Release - Added.
  • 1.4.3534 - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - > Basic mechtech. Recipe changed from Standard subcore 1 + Steel 100 -> Basic subcore 1 + Steel 50